I have large exterior world that is currently using a movable directional light and skylight. That’s all working great and looks fine.
Then I have a few small interior scenes that are being lit by mostly static lights, nice bakes, etc. Again, that’s all working great and looks good.
Problem comes in when trying to add more than one of those interior sublevels to the main map.
It appears that the baked volumetric lightmap (or lightmass importance volume) gets chosen somewhat randomly from one of the interiors, instead of using all or blending them together.
The exterior directional light also appears to leak into the interior and/or ignore the shadow casting from the meshes surrounding the exterior.
So, do I need to only stream in 1 interior at a time, or does the exterior need its lighting baked (currently set to force no compute) with all interior maps loaded, so that the full lightmass bound gets baked?