Dynamic objects look different near static objects

Here is very frustrating problem which i cannot solve for long long time. All dynamic movable meshes look different comparing baked static meshes. They fall out and stand out of overall render. They can be darker or lighter.
I already used Lightmass Importance volumes, Volumetric Volumes, changing Volumetric Density via GPU Lightmass (the more samples i have the weirder movable objects look)

So what can i do with it? Anyone knows tips and tricks with lighting movable objects inside baked static geometry?
Here are screenshots of the problem

here is more dramatic example of poping out movable meshes

If it’s a blueprint, in the details of the component:

351441-screenshot-3.jpg

If it’s a mesh in the level, same, but in the mesh details.

This works only if movable objects not move. so what is purpose of that option? i rotated the door and of course it became the same as volumetric.

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Hi!

You can achieve almost (if not) the same quality lighting on your movable meshes as on your static ones by lowering Volumetric Lightmap Detail Cell Size under your lightmass settings!! It’s in cm, so by default you have samples for your movable objects only every 2 meters!! …if you go lower it can also raise your builing time!!