You mention things regarding your lightmaps. Can you post your static mesh settings in your mesh editor. (Open Mesh Editor > Details panel on the side > Static mesh Setting > Click the little arrow to expand settings as well)
Here we can check that your lightmaps are being setup and assigned correctly. Default is set to 0. If you have a second UV this should be set to 1. The lightmap should also have no overlapping faces to prevent any baked shadow issues.
The lightmap resolution should be a default of 32. You would probably want a higher lightmap resolution to get better results.
I want to discuss this option as well that you mentioned in your last post:
by the way, making directional light
static from stationary, made room
complete dark. it is worse in quality
(made a hole like in the link and
look) but it is better than nothing i
guess. hope they do something about
stationary light bug.
Thank you for your time and answer.
I’ll use static for time being. (are
they any serious cons for static
Stationary Directional lights by default have no dynamic lighting portion automatically enabled. When you build the lighting everything is being built as static lighting. You will need to go into the light sources details panel and adjust the Stationary light dynamic distance from 0 to some other value that works for you. This will give dynamic lighting when you’re within that unit range. Outside of that range the shadows will be the static baked shadows.
The next thing is when you set all your lights to static only they are just that, static lights. There is no dynamic element to them and anything that is movable in your scene (ie. Physics objects, Characters, etc) will not be shadowed.
Let me know about the first information and I can help you get this fixed. This is not a bug in the system, just needs some setup.
You can also feel free to check out the Lighting Troubleshooting and Tips guide that Eric and I have been putting together here: A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums
There is still more to add to it, but it’s got a good start at the moment with some of the more common questions and setups regarding lighting in UE4.