GPU lightmass baking results in full bright volumetric lightmap samples

Hello.

Rendering a static scene with GPU lightmass results in some of the volumetric lightmap samples in the scene to be fully bright causing issues with lighting on movable objects.

Does anyone know if this is a bug with the engine or it’s something that I can fix ? This doesn’t happen with CPU baking.

Did you ever figure this out?

Have you found a solution for it?