AMBIENt OCCLUSION INSIDE a mesh

The skylight is set to stationary. By baking lightmap did you mean the 2 uv channels? I have the uv for the texture done already in blender, one is generated by ue and assigned as the lightmap in mesh editor. Just to specify, the way i want to use the skylight is to prevent shadows from being 100%black, because the directional light (which i treat as the major contributor) without skylight [in pic1] looks a little bit bad i’d say.