Black artefacts with GPU Lightmass on large meshes

Hi everybody, hope you’re all doing great!
As per thread subject I’m stumbling upon a weird visual artifact were my meshes are covered by weird dark stains only when lit by Static Lights.
I’m baking lights using GPU Lightmass, setup accordingly to Epic’s guide and overall working as expected.

More precisely this is a screenshot taken close to a Baked Static Light

while this to a Stationary Light

Tests performed, unfortunately with no visual improvement:

  • Increased GI Samples and Stationary Light Shadow Samples to 256
  • Increased Indirect Light Quality to 2.0
  • Increased Lightmaps up to 2048 (screenshots were taken with 1024 resolution)

I’m aware that a few similar cases were already opened in the past (this, this) with the common advice being ‘split the walls in multiple meshes’, but most of them take in considerations older engine versions.

I was wondering what is actually causing this artefact and if there are other workarounds to fix it.
Of course using only stationary lights is (at this point) not feasible since they would be hitting the same mesh and default to dynamic (i.e. it killing the performance).

If the only solution is indeed splitting the meshes, is there a way to actually calculate the maximum surface allowed before artefacts?

**Additional info:

  • UE updated to latest version available
  • GI Method set to NONE, not overridden by PostProcessVolume
  • tested w/ several lightning quality presets to no visual change (screenshots were taken under Production settings)
  • building lights directly from build menu does not change outcome
  • wall material is a very basic plaster texture with nothing fancy apllied, just WorldAllignment. This also happens on other similar surfaces
  • the whole area is incapsulated in a Streaming and Lightmass Importance Volumes, but removing them doesn’t affect the outcome

Thanks in advance!