Blocky shadow

I think it would be better if I post the link of my thread on polycount here since you will be able to see what I tried so far.

Thanks guys

This should help: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

Likely it’ll tell you a lot of information you’ve just figured out on that thread though. Adjusting the settings you pointed to in your last post can lead to the artifacts. You can compare if you uncheck the option for “Compress lightmaps” in the World Settings, but this will increase texture memory usage by a lot! Overall, it woul be better to make the wall a single piece rather than multiple modular pieces like this. You can you retain a lower light map resolution, no seams between the indirectly lit pieces, less draw calls for asset/textures, and less GPU occlusion queries too.

It’s good to modularize your level, but not so much if you over-modularize it.

What would be the standard dimension for a modular wall and floor? Right now my wall is 100cmx200cm and my floor is 100x100.

For a wall, you can always just make a square 1 meter section and then rescale it to fit whatever length/height of wall you need. For floors, it’s best to make a unique mesh that’s exactly the size of the floor. If you make a plane to cover the floor then shadow or light from outside can bleed over onto the inside on the floor.