Weird sh#t is going on :mad:
I tweaked lightmap indices on “test room” mesh (since it was converted from BSP to static mesh) and got walls/ceiling getting proper lighting. However, the **** floor is not receiving it. WTF?!?!?! :mad: :mad: :mad:
Next thing I did was moving the test room away from the shadow area to the well lit area - same story.
Next step was raising the test room slightly above the sand. That got me proper lighting in the whole “test room”, including floors (not 100% dark, but much closer to what it should be).
Why is this happening, Epic devs?!
Does it meant UE4 is not designed to have mixed environments with purely static/baked lighting ?
P.S. Tried doing the same with the “crypt” and it didn’t do the trick. As if walls don’t block sky light at all. I’ll try removing sky light and see if anything changes at all.