Intersecting static wall meshes to prevent light leaking

Does anyone know if intersecting objects will cause rendering issues in UE4?
I am getting some light leaking issues from the exterior skylight. I have already set my shadow maps to a higher value, set double sided shadow maps to the exterior walls and floors, adjusted my global lightmass settings of Static Lighting Level Scale to a quality level of 0.4 and finally set the Indirect Light Quality to 4.0 and Indirect Light Smoothness to 0.75. The interior lighting looks great but the exterior walls have slight amount of light leaking between the floor edges and some wall edges.

I was thinking of maybe just moving the walls and floors in such a manner as to intersect each other ever so slightly but want to find out from the group if this might cause any rendering artifacts when baking out the lighting?