Thanks guys. Just adding in some images of the kind of optimization I did. Basically remodeling or optimizing every object from the scene before importing into UE4 to get the lowest polycount possible. Most of the lightmap UVs I manually unwrapped because I’m picky and enjoy torturing myself, while others I flattened and packed where it makes sense. These are simple examples but the idea is applied to all everything. Furniture is baked from high poly to low poly.