1024 lightmap density enough for complex objects?

I’m thinking it’s the “Convert Scene” option in the UE import window. The Blender settings are at -Z forward, and Y up. I’m a newb too, but I think UE is Z up and X forward (or -X forward), referencing positive Z as the vertical up axis, and X or -X as the horizontal forward-facing axis when opening a new scene in UE. It’s that, or those reference the axes for normals exclusively. The shadowing looks great in the final photo. I’m working on a 3rd-person shooter basic scene, and the shadows have jagged edges, and are worse where they’re at angles to the shadow edges parallel to the walls. I’ve tried a bunch of things: scalability settings up, modifying CSM settings, and more. It’s hardly improving. I think there’s a point at which I have to ask for help in the forums, but I rarely receive a reply with a solution. I don’t post my own threads much, though, so it could be too low frequency amidst all the other posts. I’m really bothered by all these glaring issues in Unreal, and once I get a new computer, I’m going to try a different engine or two because it’s basically impossible to create something with the rampant issues I encounter and things I’m not sure how to do in Unreal.