Textures pixelate after Light Build

Hi everyone.

I’ve been using UE4 for a month now. I had few good projects but now I am stuck. even though I have skylight, directional light and high res lightmap (64 to 2048 in the scene), but after the light build on any level (preview to production) shadows are lost and textures are pixelated. I added more light bounces in World Setting, didn’t help.
In order to get the textures and shadows back, i need to uncheck the Overridden Light Map Res and check it again! on every static mesh. Please help me fix this issue. Plus, with the high intensity light sources, my interior is too dark.
Q1 is the screenshot right after the Light Build. Q2 is the screenshot after I uncheck and the check the light map res. As you see its really dark.

thank you.

so first lets see those Scalability settings Scalability Reference | Unreal Engine Documentation
just to check if its set to low.
Next lets see those mip maps,
Texture Properties | Unreal Engine Documentation

What i’m thinking is that either the world settings are low, but it doesn’t look like it from the image.
or that the mipmaps/LOD Bias has been changed.
Lets start from there, as it related directly to textures.

Thank you for the quick respond. I doubled checked LOD and Scalability setting. Didn’t help. I closed and opened the software. the problem is much worse now. I think I should try modeling it again at this point.

Darn, well I wish I could help more, might be some error in the render pipeline, :frowning:
id try another engine version first, just to be sure about the issue.