I was thinking that now, in 5.0 preview, with “Hardware Ray-Tracing” enbale, things like “enable distance mesh fields” and divide architectural in single meshes (floors, walls, ceilings…) are unnecessary.
After some tests, noted that the noise effect in lumen GI occlusion (something like gi ambient occlusion) still exists (same UE5 EA). “r.Lumen.ScreenProbeGather.StochasticInterpolation 0” doesn’t resolve