I also noticed that when I was testing your scene, and that is basically a ray offset issue - to avoid the decal mesh blocking light the ray origin needs to be pushed away so it starts in the front of the decal. There are two ways to do that
- Move the decal closer to the ground (by reducing its Z position by a fraction)
- Modify LightmapPathTracing.usf
Ray.Origin += max(ShadowTerminatorFix ? ShadowOffset : BaseOffset, RelativeOffset * 100) * Normal;
Ray.TMax -= length(max(ShadowTerminatorFix ? ShadowOffset : BaseOffset, RelativeOffset * 100) * Normal);
You can bump up the * 100 to 200 or something and restart the editor to see if it resolves the issue. I believe it could be good if ray bias is included in GPULM settings at some point in the future.