I just started with Unreal Engine and wanted to create an flat-interior scene. I modeled a mesh in Freecad, exported to blender and created an UV map for that mesh.
I created the UV map with some spacing because I am aware that too close UV maps can produce light bleeding.
I created a empty (architectural) scene and imported the flat-mesh. Its one single mesh.
I set lightmap resolution to 2048 and rebuild lighting in production quality.
The problem is I get some light bleeding through the walls that are facing directly to the sun. So if I move the sun, the light bleeding goes with it.
I made a short video:
Light bleed problem
And that are my project files:
Any ideas what might be the cause of that light bleeding?