I’m having an issue with light casing in very inconsistent ways across the meshes which make up my level’s rooms.
It seems like it’s building as I would expect on the closes room mesh, then it stops at the edges and gets vastly dimmer on any adjacent mesh.
I’m using auto-generated lightmap UVs since the meshes are pretty simple.
The ceiling is a single BSP I capped the level with since the meshes themselves don’t have ceilings right now.
I’ve been doing some more research, and I suspect the problem might be inconsistent texel density. I’m going to make another pass at the UV maps and see if that will fix the problem.