This is not caused directly by mirroring the asset, but by the UVs not being connected for this split edge. When the build happens, lighting calculations do not know how the unconnected UV face is being lit so the shading can different a little to where you get this noticeable difference.
Use the Wiki Guide to learn about some ways you can fix or work around this with your asset.
To save space I mirrored two sides of this architecture. The problem is that when it’s lit the mirrored mesh side looks slightly darker. Please could anyone explain what to do?
I’ve just used the basic cube material, with the colour adjusted to white.
Thank you. I adjusted the Static Lighting Level Scale to 0.75, Indirect Lighting Quality to 2, and the Indirect Lighting Smoothness to 1.5, but still had the problem of different shading after light building.
It does look as though the entire mirrored mesh is a different shade, and not just the seams.