Gap in Volumetric Lightmap

I’m having trouble creating an ‘evenly spread’ volumetric lightmap: there are holes created by the engine at seemingly unpredictable places, like in below examples (there’s a “gap” at a certain height, without any obvious reason, spread out through a big part of the level). This is causing artifacts on moveable objects like in this example the door.

I’ve tried placing VolumetricLightmapDensityVolumes. They do change density, but not exactly where the volume is (there seems to be an offset). I’ve increased the max memory (to 500MB in a level with 4 rooms like in the picture). " “Generate Mesh Distance Fields” is on for the project.

What can be the cause?
Are there any bugs outstanding that can be the cause? I found this one <[link][2]>, but I’m not sure if it’s actually reported.

Nobody has had this issue before?

yes I have the same ! And it’s driving me crazy…

I filed a bug report on this and got the reply that this is a known issue, under:

link text

Though on my side, I don’t see a connection to ‘every 5th build’ as in said issue description…

Unfortunately a solution seems to be quite far away, targeted for 4.23.

Yes for me it’s each and every time… but may be it’s not the same cause this should bother everyone who is using movable objects or volumetric fog and so on. May be we are doing something wrong in the way we setup our scenes, but I can’t figure what. I have importance volume, portal volume…

So, the team at Epic wrote to me with the following:

While the exact scenario is not the same the root cause is related to the issue you are experiencing. Additionally you could try going into baseLightmass.ini in your Engine config folder, and simply disable block triming by setting MinBrickError=0 in BaseLightmass.ini. If that workaround doesnt work as youd like just keep an eye on the bug tracker for any movement.

So this is something to try… Hope it helps you!