Engine mesh turns black in some locations

Hello.
I am doing a level based game that is located in a room that will have different challenges in it depending on the level. Therefore I have a master level with that contains the walls, player start and light and streams in the sub levels. However in certain places my mesh (currently only using the cube mesh that comes with the engine) turns black or really really dark, the cube is set to stationary. I always rebuild lighting when I change something and for testing only use 1 point light. I also have a default post-process volume(unbound), reflection sphere and a light mass importance volume. I do not think it has something with the level streaming but said it as I am not sure.

Edit:
Here are some pictures, when the cube is over 700z it gets dark:

But if I bring it down a snap to 700 or less it is good:

It is like the lighting thinks that my roof and floor are 300 off (my roof is at 1000 and my floor is 0) because it gets dark at 700 and under -300:

Yes I have a lightmass importance volume around the whole room

Did you try to add a lightmass importance Volume in your room and build the light again in high oder medium?

I placed an LightmassCharacterIndirectDetailVolumes over my room and it got better. Now its not flicking to black as it did before, however there is still some places that has darker meshes when I rebuild the light even tho the room is lit up with 8 identical stationary, even spread, not overlapping point lights.

If you’re using lightmass for movable actors in a statically lit environment you should use your Volume Lighting Samples to help debug the issue you’re running into. This looks like when you move out of any placed volume light samples (indirect lighting cache).

To quickly visualize these go to Show > Visualize > Volume Lighting Samples from the viewport.

For more information read about them in the documentation here: Indirect Lighting Cache in Unreal Engine | Unreal Engine 5.1 Documentation