Weird dark dynamic lighting

I have a weird problem with dynamic lighting in my scene :

The shadows on the right are the one I want but they get darker when the mesh leave an invisible area around 0,0,0.
I check if it was the global postprocess or skylight but none of them fix the problem.

What kind of dynamic lightning is it?
Do you use distance field shadows or cascaded shadow maps?

It looks like it caused by some setting by distance.

Is your camera always look from thus point? Did you tried to move it forward/backward and see if shadows changed?

I use cascaded shadow maps and it doesn’t change if I move the camera. I also tried to turn off shadows and lighting is also affected :

In this screenshot I’ve disabled postprocess, skylight, atmospheric fog and dynamic shadows leaving only the lighting

Im not sure, but I can see some spline in your scene. This meshes placed with spline?

Maybe black shadows related to spline setup? Can you try to change it tangent or add another spline point, or remove it?

I removed it but it doesn’t change anything, also I tried to create a new map and copy only important objects and the dark shadows are everywhere in it.

I found a solution! I copied everything in a new map this time and the lighting is back to normal, so maybe my mistake was in the world settings. I’ll keep searching what was wrong if someone got the same problem.

I’m still trying to solve this one. It looks like it’s related to Volumetric Lightmaps. Because the weird shadows go away when I disable it on Show->Lighting Features. And they change place depending on my Volumetric Lightmap Detail Cell Size value. And it’s not related to memory because when visualizing the Volume Lightmaps I have sample spheres even inside the black shadowy areas. And those are not black. They’re shaded normally, as the other spheres on non-black areas.
I’m using UE 4.20.2

Are you using screen space ambient occlusion (SSAO) or distance field ambient occlusion (DFAO)? Have you checked the attenuation radius of all lights in the scene? it may also be source radius (which if it’s set to 0, is actually the default of 20 so could still be affecting things); setting it between 0 and 20 may do something to correct it, or above 20.

Do all the objects have cast dynamic shadows enabled?