Issue with Deferred Decals (Mesh Decals) not rendering correctly

I’m having an issue with using the deferred decal material type not rendering correctly in areas that aren’t directly lit by a stationary light. I am aware of needing to turn on Dbuffer Decals, and I am also using the z-pass settings stated in other threads that have issues with decals not rendering correctly in indirect and static lighting, however even with these settings, the issue still persists. Is it just a limitation of lightmass? Should I use dynamic lighting instead?

For the material domain, I’m using Deferred Decal, Blend Mode is Translucent, and the decal blend mode is dbuffer translucent normal.

Edit: Using Mesh Decals | Unreal Engine Documentation
This documentation is basically exactly the method I was doing, I follow its guide using the provided files and I still have this issue