Light Leak in Datasmith Interior Scene

So this is a Interior project from 3ds Max Corona imported to Unreal 4.22 via Datasmith and I am getting these light leaks all over. Still learning so most of the things I could think of.

Attaching some pics for explanation mentioning what I have tried but nothing works.
The scene was downloaded from the internet and the original file had walls made of plane and I remade them from box.
Have encompassed the scene so there is no light leakage, have upped the lightmap res of the floor

If anyone wants I can send them the file as it isn’t getting attached.
File size is 200 Mb

Thank you so much for your reply.
Google drive link for zip file of the project
https://drive.google.com/open?id=14w…y4jX2wp4Po8MKT

Hope these pics are enough.

Forgot to include in the pics. But here’s the info. Lightmap source is Channel 0 and destination is Channel 2

Thank you. Yes the floor was made of planes and in this particular scene. I came to know about it after I imported the scene in Unreal, so in order to save some time I created a cube and placed it below the floor so as to close any holes. But when that didn’t work I remodelled a floor from spline and gave it a thickness of 6 inches.
And besides the new floor, I raised the indirect lightmap bounce to 5 and indirect skybounce to 5 as well and reduced Volumetric lightmap Detail cell size to 50 from default 200. Increased the map resolution of walls and floor from the default.
That seemed to have cleared the issue alot but the skirting and false ceiling still had the issue. It looks like that they have emmisive material while clearly it is the same materials as the wall.
Attaching pics with the new floor and the settings

You said that I should keep just the top polygons in the lightmap UV. How do I do it?

Sorry for noob questions but I am learning Unreal through youtube and tutorials only and have no prior knowledge in gaming engines.

Thanks for the tips. So I remodelled all the objects that were plane and now everything has thickness except white curtains. Should I give them thickness or they are good as planes?
Have attached two pics with the new modeling. The world settings are different for them and everything else is same. The skirting and ceiling are both remodelled but they still have this glowing in them.

Here’s the google drive folder link for the new Unreal file and Max file. Please have a look when you can
https://drive.google.com/open?id=1LYufI4OsMPBXfY0JWYMWO00UotssZRs4

Another bake with lightmap compression Off but still the glow is there.

Have uploaded a 6 Mb video in google drive as well for some flickering. Any tips for removing these? And should the curtains have thickness?
https://drive.google.com/open?id=1LYufI4OsMPBXfY0JWYMWO00UotssZRs4

Thanks. Your tip worked. I resetted the xform and added a box map and it looks fine now. :slight_smile:
And thanks to **Makigirl**as well for your tips.
I will share the pics/video for feedback when I am done with the project.

Can someone explain please why the shadows aren’t forming properly in my scene?
Some objects are casting shadows and these chairs and tables and carpet are some examples that are not giving shadows.

Some stills from the poject at default world settings with just bounces raised to 5. Not final camera angles. Just showing the lighting and materials for input

If I set the light not to cast shadow, it still appears in reflections. I want to add lights below these ceiling lights. I am adding a rectangle light below them and it appears very odd having rectangle light reflection below ring shaped light models.

Sorry there. I am also not using a 360 panoramic image. Try your luck on google. Or you could also use a 360 degree spherical images

Tried some baking at different settings and I can’t seem to figure out why the splotches are still there.

It is weird that the following settings gave least splotches
ILLS: 1
NILB: 10
NSLB: 10
ILQ: 1
ILS: 1