Since the door is dynamic, it is using Volumetric Lightmaps. You can visualize those in the viewport, Show > Lighting Features. Any lighting that is baked will affect those.
Oops, sorry that one is to enable/disable them in the viewport. But if you enable/disable them, does it fix the issue? That would at least narrow down the issue and prove my assumption.
To actually visualize them, they’re under the Visualize section there. It’ll show all of the sample placements and you can figure out which ones are affecting the door. From there you can see what lights might be hitting that area to be picked up in the samples. Are you using baked or dynamic lighting, or both? I see some dynamic lights in your scene and some baked lights, are any of them enabled?
Yes. I disabled the door and the light bleeding was gone.
The three point lights are movables because I trigger the visibility with a light switch.
The light source is the default light source (for the night-scene I want to use). If I disable the light source I have no light bleeding but that also means I don’t have ‘night’ anymore.
I changed the light source to movable and now I have only a little light bleed line. But now I can’t figure out how to get rid of the last piece of light bleed.
Also I changed the floor so that it goes a little bit into the walls because the light went through the connection between the floor and the walls.