Lighting problem

So I have room filled with tables, a chair and a big locker. I also have a static mesh which emits light at the ceiling. However when I build the lighting the light seems to look very strange on the other static meshes.

Every static mesh has two UV layers. Lightmap resolution is 512 and lightmap coordinate index is set to 1.

Here is a pic of one of the desks’s UV layers. One is for lightmapping and one is for texturing.

Check on light settings. There is a couple radius options. Both have a visual one is a yellowish orange and the other one is blue cant remember name of that one but if u over look that it does what u said.
Make sure you’re using reflection capture, and that it’s not overlapping the rooms too much; you can get a leaking effect like that where the light isn’t actually effecting the lightmap, just the reflection colour.
Mainly BSP, no gaps anywhere and the reflection spheres are not overlapping. I made a small room with a static mesh wall from the browser. Same problem, tired doing again the only thing different about these lights is the have the flicker material in the light function. I removed the light function material, build, still leaks. This is very odd. I guess I’ll delete the particle fire and see if that makes a difference.
Hope it truly helps. Do let me know how it goes.
Regards

Hi!

Maybe 512 lightmap resolution is not enouth… you keep many objects together…
Are you using any portal for the emissive mesh? …do you have any other lights in your scene? Your lightmass settings can also give you low res results!!

Is there global illumination and a skylight? Are the settings for those enabled or disabled? Got weird shadowing artifacts on certain parts of meshes. It appears the scene is lacking ambient occlusion, or the AO is set incorrectly for it if it’s on. In addition, the indirect lighting seems to be a low number of bounces.

How was it fixed, if it was?