Here you go dude. The secret is to go into your texture settings (just double click on it in the content browser) and then change the mip gen settings to ‘NoMipmaps’. That will prevent Unreal from compressing the texture and it use the full light range in the image (which will give you the sun accuracy you’re looking for).
I did this quick render using GPU lightmass - but remember that GPULM will convert skylights to ‘static’ if you try and use them as ‘stationary’, but I don’t think you need to worry about that if you’re doing a single lighting condition.