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Level construction

Hello guys, i’m new into level design and i got into a big problem when i designed for the first time my level, i’ve used bsp’s and then applied materials on them, but with this method a problem appeared, the shadows, on the walls were a lot of shadow bleeds
So I changed only one wall, but now i have a problem, the material (which is from quixel bridge) looks awful


on the left side you have the new (static mesh) wall, on the right side you have the bsp
what can i do to material to look like on the right side

p.s. Another problem, is the tile, i made a 2x2 wall to use it as modular wall, which i can see it doesn’t create the correct shadows


the yellow path i drawed, represents a “godray” which unreal should make it, but it dosen’t

I hope you’ve understanded

There’s a lot going on here. In short:

  1. The UV scale on one of your walls is not the same as the other wall, that’s why things don’t look the same.

  2. I’m guessing your wall meshes have different shadows on them, because you’re using static lighting? If so, then

a) Do you have a importance volume around everything?

b) In the lightmass settings indirect lighting scale to 0.1-0.15 and 0.6 for smoothness.

  1. God rays, totally separate thing, have you followed the basic steps?