lightmap/uv problem

Hi,

I’m having some trouble with my lighting in UE 4.15

I have some objects that display weird lighting, and I can’t understand why…

This issue is this (detail lighting-view):

My lightmap looks like this:

The objects are split into seperate objects. They are modelled in Rhino, uv-mapped in Rhino, and then imported as a fbx. I have tried unwrapping the UV’s in blender, with the same result.

My lightmass-settings are in the image beneath here, and I don’t think it is an issue with quality-levels?:

And finally, i have this issue as well (detail lighting-view):

As you can see, the shadows are really bad, both around the railing, both also on the walls. This one I suspect have something to do with the pointlights? Because before I had them in my scene, i got smooth surfaces with lower lightmass-settings.

I would greatly appreciate any suggestions, I have been working on these issues the last week, and I can’t figure it out.

EDIT:
Sorry, forgot the settings for the object itself:

I have tried importing one where I unwrapped the UV’s in Blender - still the same result.

Light building is just terrible in Unreal Engine. It never works. You could increase the lightmap resolution or just make all your lights ‘Moveable’ to disable light building

Found a solution.

Had to tweak the lightmap resolutions for pretty much everything in my scene.

If i increase the lightmap resolution, then the white on these will look different than the white on the walls, right? It’s my understanding that you want the size of the squares to match as much as possible (in lightmap res-view in editor).

Also, moveable light doesn’t give me the quality I need, and I want this to be able to run smooth for VR-purposes as well as on screen. FPS would take a huge hit if all my light we’re moveable, right?