Good workflow to get good light and shadow?!

I’m struggling, learning new things in UE4 and working on my archviz scene. My current issues are shadow quality and the light. Here s My worflow.

  1. i export my collada (dae) meshes from sketchup and i build my uvmap and lightmap (distance between my objects +/- 0,007) on blender.

  2. i export from blender my fbx on unreal engine and unselect ‘create new lightmap’ when i import.

  3. i change my lightmaps resolution to get the same lightmap density on my meshes.

  4. i put all my textures on neutral white to check the right light

  5. i change my lightmass settings in world settings

  6. I change the settings in baselightmass.ini to build light (production level)

  7. i got a lightmass importance volume and i use only the direct light, no artificial light

  8. i use a different post process volume to fix the light problem between outside and inside.

  9. How to remove the splotches in the area where there is no skylight hitting directly (Areas far from windows).

  10. Shadows become somewhat messy after a certain distance. How to make area shadows more clear and smooth.

tHank you :slight_smile: ps: i have no overlapping problem on ue4