Archviz with Interior Lights only

From most of the videos I’ve watched or articles I’ve read about archviz in UE4, most of them involve some sort of skylight and directional light. I’m working on a visualization of a theatre room which has no windows or any way for exterior lights to penetrate. I’m only lighting the scene with spot lights. Are there some special considerations or variable parameters for this lighting scenario that I should take into account?

I’m also getting a weird banding issue on walls when static spot lights are pointing on it. They go away with stationary lights, but the 4 stationary lights restriction (unless you turn off shadows) makes it difficult to light a whole room with only 4 stationary lights. I’m also still getting some other artifacting with static lights (banding, black splotches, jaggy shadows) even with the settings below.

-I’ve ramped up “Indirect Lighting Scale” for the spot lights.
-Made sure all the lightmaps are green or above in density.
-Made sure the interior walls take up most the UV space when unwrapping it.
-World Settings are:
-Static Lighting Level Scale: 0.1 (Using Static Lighting x Indirect Lighting Quality = 1)
-Num Indirect Lighting Bounces: 50
-Num Skylight Bounces: 1 (No Skylight influence on scene)
-Indirect Lighting Quality: 10 (Using Static Lighting x Indirect Lighting Quality = 1)
-Indirect Lighting Smoothness: 1
-I’m using the GPU baker, but I’ve also used the CPU baker with NumDirectPhotonsScale as 4, 8, then 100.
-I’m building lights on “High” quality

We’d have to see a screenshot of this “weird” banding.
Also, don’t be afraid to use fake lights to simulate bounce lights. In the early days of Renderman with radiosity and global illumination, even Pixar used fake lights for production because they can’t afford long render times. If you have good understanding of light bounces, you can simulate global illumination. Remember even real photo and video shoots use light reflectors.