Lighting artifacts on walls

Hello, everyone.
I’m starting my new scenario, and I’m getting this artifacts on the wall while setting my main light before any further modeling or texturing. I’ve been playing with the lightmass, and increasing lightmap res. to 256 or 512 made no difference. Someone sujested it could be a geometry issue, can anyone explain why this is happening?
Thank you in advance!

I had to leave in a rush yesterday, but today I’ve been adding a few more supporting edges. It does, for some reason, reduce the artifacts, but I still get some. So, any help is appreciated!

I posted this as an answer, but since it doesn’t solve te problem completely, I’ll add it as a comment: adding a few supporting edges reduces the artifacts, but I still get some.

I always get that, I simply add a roof. If all you have is a 1 plane ceiling then you’re asking a lot from the lighting engine to perfectly shadow that infinitely thin plane.

Probably this artifact is intentional as shadow bias, so just add a roof so that the lighting engine has a bit of pre-warning to cast its shadows.

/

I’m afraid I do have a roof. Anyway, I’ve been having overlaping light map issues, so I’m going to finish my evs before trying again the lighting. Thank you for your support, =]

[Ok, it’s solved now. I finished my uvs and apparently that was caussing incorrect lighting poblems. I was going for a preview and didn’t think it will really make a differente for just a first sketch of the lights, but well, it does. ]

I’m going to leave this as part of the process, but its WAY far from solved.

I’m completely lost now. I’ve make my uvs, everything correct, but at the moment I built the lights everything is awfully dark, close to back. I don’t understand what’s happening, so I tried making my own lighting map in maya, to make sure it was good. My walls now have two uv maps, and I setted the second (number 1) to be the used as lightmap. I also checked the onw Unreal created on its own, and it seems ok. Still, neither ot the two work, my room is completely dark now, if you want a screenshot I can post one, but since it’s imposible to see a thing I guess its not needed.
I tried moving everithing to another ñevel, with only 2 lights that I know work perfectly, and the look is the same.
Please, any help will be apprecited.

It seems to have something to do with the stationary lights, that are not showing at all. My main light will be very brigth when turned to static. Any idea why this is happening?

Finally! ! A friend of mine seems to have found the issue: it was my first time trying the full level importer and apparently that sets everything to movable meshes, which obviously ends with lighting problems. I will try changing the meshes to static and hopefully everithing will render normally. I’m pointing it out just in case anyone os experiencing the same problem.

try setting uv coordinate to 1 in the meshes that are rendering too dark