Thanks for the quick answer.
Maybe i got it wrong, but at the moment im trying to get a baked shadow from a static (!) skylight (hdri) out of a translucent mesh with a translucent material set up (like explained in the unreal docs). only with direct lights i can generate shadowing. with image based skylight rendering there is none.
Think about a hall with a glas with 50% opacity roof with metal strives, which should have a baked lighting by a static skylight hdri. at the moment the scene is lit, like there is no shaded roof top.
another question is the apperiances of these black splotches. although the uv maps for lightmaps are correct, after “merging” meshes, every identical mesh although on a individual position, has the the same form of a splotch. are there informations, how to avoid these?
thank you so much and greetings from europe