While that is super helpful for directional lighting, especially when I do outdoor scenes. I am just using Point lights for internal light globes that can be switched on and off, which do not appear to have the cascading settings (I am currently using build 4.6.1…now downloading 4.7.0 preview).
Unfortunately, that leaves me back at square one again since point lights do not have any settings for Cascaded shadow maps, at least not on 4.6.1.
The only light that allows me to change those settings seems to be a directional light, but that type of light source has no place in my levels except for lighting coming from outside of the house.
UPDATE:
I did a bit more toying around today, earlier on, I remembered about the purpose of stationary lights, so opted to make my lights all stationary. I then turned off indirect lighting intensity, and baked my lights.
All I had to do then was go through my modular meshes and make sure they had a lightmap UV that was appropriately layed out.
As seen in the screenshot below, I have achieved the desired lighting…or at least the first pass (need to try and work out how to have light bounce around a room from the stationary lights without them baking…i’ll probably have to manually add some ambient point lights)
The only artifact that is now present is that the light going through a square doorway has rounded corner shadows, as you can see in the 2nd screenshot.