Light Bleed through walls

Just off hand test is do is to out a bsp running along the wall behind it to see if the bleed disappears. If not still wonder about the lightmap, and ensure its using the right uv channel (1) and that its lined up on the grid. And of course maybe increase the lightmap uv res from default 64 to 128 or higher as a test.

Hi, I’ve got a problem with light bleeding through my static meshes between walls and floor. I’ve gone these steps

  • ensure lightmap UV’s are set correctly in the external 3d software
  • adjusted indirect lighting quality to 2.0 and indirect lightning smoothness to 0.6
  • adjusted shadow bias and shadow filter sharpen to 0.1 and 1.0
  • increased lightmap resolution from 128 to 512
  • change light build quality to production

After all of these steps I am still the result below

Here are my modular meshes. The pillars are placed in between the seams to hide the infamous seams due to how ue4 works

The bleeding on the lower side disappears with the bsp brushes back of it but the vertical areas where the pillars and the walls are still have the bleed. I am guessing that I wont be able to use planes and will have to use cubes for this to stop. What is your opinion on it ?

I am having this problem and can solve it by decreasing my SkyLight > Intensity. The issue is once I decrease it my lighting within the scene is too dark. Suggestions?