Baked Lighting Variation Between Static Meshes

A solution to this issue would be much appreciated as in it’s current state I feel it eliminates a lot of basic modular approaches to level design, especially in clean environments where you can’t cover things up with noise or detail. Creating my clean floor plates with occasional detail in a scifi environment is no fun with this issue, even higher quality values for Indirect lighting + smoothing doesn’t eradicate the issue fully and having seams only in corners is just not all that practical in designing modular pieces.

Any chance of something improving in this regard in one of the upcoming releases? alternatively a proper dynamic only solution would be great but as ue4 is currently lacking a finalized GI solution usable for interiors I find it’s currently not a good idea to disable lightmass altogether. Makes it a bit of a gamble commiting to a modular system in the hope of this being fixed down the road. Looking forward to what you guys can come up with in that regard!