I have encountered this issue many times before, but with the static lighting that was possible in those scenarios I was able to work around it - however in this project the entire playspace is dynamically generated and so is not work-aroundable.
I have a room that is randomly generated, with a ceiling on top of it.
At certain angles and as you get closer and closer to the edges of the mesh, bits of the mesh seems to stop blocking the dynamic directional light, and light bleeding occurs to an extreme extent that eventually - at the very edges of the room - completely ignores the roof and all light goes right through. (Please see below)
I’ve tried all possible things I can think of including; setting two sided, increasing height of ceiling, increasing shadow resolution (which of course isn’t even practical in games where people have low-powered PCs), and many other things - however none even help in stopping the bleeding.
Any help would be greatly appreciated.