Lightmass and Mesh scaling

Hey, so I was wondering if when building my lighting using lightmass the scaling of the different objects makes a difference? Like for example the map being 1 km x 1 km big instead of like 10 m x 10 m. For example, if I had a room that I scaled up like 5000 times, would the light that I build on it look different than having it on a regular scale? Of couse, you might ask why I would even scale objects that big but it’s just an interest question, honestly. It might help me understand Lightmass a little more.

yes, it costs more for light, shadow, etc. it takes a long time to build the lighting for terrains larger than 1x1km. But everything depends, it may costs too much if it is a landscape for example, but a lowpoly mesh will not hit your performance so much

Also you need a lightmass importance volume for best performance. See more here: CPU Lightmass Global Illumination | Unreal Engine Documentation

Thanks for the answer, but most of that I knew already. It’s not the building times that concern me in this matter, though, even though knowing that it’s really costly for big landscapes is helpful to me.
What I was interested in was if the light build would look any different in the same scene if it was scaled up extremely compared to it being in normal scale.

Super late I know but the answer is yes, it will look different due to the way lightmass works. The lightmass scene scale is set to 1 by default, 1 = 1cm in Unreal so a mesh that’s 100cm will get much more photons than a mesh that’s 10cm and less than one that’s 1000cm.