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Static Lighting Level Scale is a parameter for the old school irradiance caching, which is the source of large splotches and seams between modular pieces, thus has been abandoned; Num Sky Lighting Bounces is respected by CPU Lightmass because it runs separate passes for sky lights and other lights, however GPULightmass has only one unified secondary GI pass thus it is not practial.
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With 4.21 Unified settings you can already do that by modifying BaseLightmass.ini
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No idea, even me don’t know when I can finish it :o
Regarding the ‘seemingly’ dark corners in the images, can you check whether the wall’s UVs are detatched? If a texel expands over the corner it will be inevitably dark due to the limitations in UE4’s ‘spherical harmonics’.