Mesh casts different shadow on two maps despite same lighting settings

So I built the lighting for two different maps. One only had a few meshes in it (lighting test map), the other had a lot more (actual game map). The Lightmass settings for both maps are the same.

The same mesh casts a very detailed shadow in the lighting test map but casts a blocky shadow in the game map. Both meshes have the same light settings.

I don’t know what is causing this nor do I know how to fix this. Can someone help me?

Good Lighting:

Bad Lighting:

I figured it out! The Dynamic Light in the map with the good lighting was set to stationary, the light in the other map was set to static.