Volumetric lightmaps not sampling environment colour?

Hi there!

I’ve been working on the lighting of a game for some months, and now and then I check the volumetric lightmaps.
They are completely pitch black almost everywhere, even though there’s a strong sunlight (directional light at intensity 4) coming from one side.

Also, recently massive shadow artifacts began to appear on the side of the ship model (see image). Is this because of the black volumetric lightmaps?

Incidently, in areas where I need (and expect) to have pitch black volumetric lightmaps, for example in dark rooms, the spheres are completely white. It’s not merely the visualisation that doesn’t work, movable objects pick up this super bright colour and as a result are brightly lit in a dark room.

Is this a bug? What am I doing wrong?