Light differences on near surfaces (static meshes)

Hi all !

I’m having some problems when I’m trying to build light with some static meshes elements. On this photo you can see some “light cut” on the floor and on the ceiling :

In fact, I’m actually trying some different things to create a tunnel based map inside Cinema 4D, then importing it inside Unreal Engine 4.
Here is a short video showing my workflow (thanks to [Yama][2] for the UVs tips and [this video][3] for export/import level) : - YouTube

What am I doing wrong ? I’m pretty sure this is coming from a lightmap problem.

Thanks !