Lets make Lightmass EPIC (and understandable)

BaseLightmass

I found a BaseLightmass from Evermotion archinteriors for UE.

They changed the next settings:

BaseLightmass.ini (Evermotion Archinteriors for UE)

[DevOptions.StaticLighting]
NumUnusedLightmassThreads=2

[DevOptions.PrecomputedDynamicObjectLighting]
MaxVolumeSamples=50000

[DevOptions.ImportanceTracing]
AdaptiveBrightnessThreshold=.05
NumHemisphereSamples=128

[DevOptions.PhotonMapping]
DirectPhotonDensity=4096
DirectIrradiancePhotonDensity=4096
IndirectPhotonDensity=8192
IndirectIrradiancePhotonDensity=16384

[DevOptions.IrradianceCache]
RecordRadiusScale=.4

[DevOptions.StaticLightingMediumQuality]
NumShadowRaysScale=8
NumPenumbraShadowRaysScale=16
NumDirectPhotonsScale=8
NumIndirectPhotonPathsScale=10
NumIndirectPhotonsScale=20

[DevOptions.StaticLightingProductionQuality]
NumShadowRaysScale=24
NumDirectPhotonsScale=8
NumIndirectPhotonPathsScale=8
NumIndirectPhotonsScale=16
NumIndirectIrradiancePhotonsScale=24

I have not tested yet.