why my modular floor get different lighting result

hi …
we’re working on a modular map and we have this issue …

but when the lighting is intense this problem is not as obvious as this … and the wall is modular as well and it consist of multiple parts , but you can see in the picture that they have no problem casting shadow (or lightmap or whatever is the problem) .
i wandered around this problem in other similar problems too but couldn’t solve the problem . i wonder if i wanted to make a dark scene and i may have same problem and it will ruin my intended result .
so … how can i fix this ?
thank you

Try to make it one mesh

Are these set to be dynamically lit (Movable) or to Static? What is the Lightmap Resolution value on the floors?
FYI, casting shadows has very little to do with lightmass, as it is an issue of pure geometry, of how the 3d object interrupts or blocks the light. It’s the baked lighting and actual shadow results that gives us all heartburn :slight_smile:

Are you using static lights? Try setting them to movable or building the lighting.

yeah i think this is only option right now … but i wanted to know if there is any other way …

yup … static lighting … if i make my lights movable , there will be no lightmaps … right? i want lightmaps for the meshes .

Movable lights cast dynamic shadows, so you will have proper lighting, without having to rebuild it manually. You can also set your meshes to static to decrease the overhead.

lights are set tostatic … lighmap res i changed from 128 to 512 to test and same result .

at last this was what we did and only option so far … problem solved (kinda)

yup … but i wanted to know if there is any other way . seems there isn’t . we used one static mesh for whole floor and it’s solved somehow …