I need help with lighting

I’ll check the lightmap density. The lightmaps are set to use UV1 for all meshes, and the generated UVs look similar to what Blender would do. I have too many models in this scene to go in and manually redo UVs for all of then, so I may have to skip Unreal for this game if that is a requirement. For some reason, reexporting the door FBX fixed the issue there. But the door is supposed to be moveable, and when I set it to be it just becomes pure white. Even with moveable orange point lights in the scene the door is pure white. A search for making static meshes and moveable meshes match lighting only turned up a bunch of posts saying it isn’t possible. In Unity, you just add a light probe group and Bob’s your uncle. It isn’t perfect, but for my moveable door to not even match the color of moveable point lights in Unreal is unacceptable.

For the scene, I just created a new level, the one with the sky already in it. I then deleted the default floor thing and imported the meshes. They are simple cubes mostly, except for the wall with the door in it. There hasn’t been any tweaking yet. Turning off automatic eye adaption seems to help a little, but it still doesn’t go pitch dark like it should. At least the door seems to have some shading to it then, instead of just being a nearly pure white blob.