Project looks terrible after migrating from FPS to VR

I have a project that I set up in the first person template and the UE5 rendering magic is making it look awesome:

But I wanted to try the map in VR, and apparently I need to migrate the whole level into a new VR template project, so I did that, but now the rendering looks like absolute garbage:

And when I try to build the lighting, nothing changes and I get the following messages:

How do I make my VR project look as good as the FPS project?

Why is that? You could just set up the controller, pawn etc to fit your VR needs? The only thing the engine’s templates do is set up a level with preconfigured gamemode, pawn, controller etc but you can do that yourself. It’s not a different engine with a different template.

Judging from the messages what you call a migration did not go well. An importance volume is a box you add to a level manually. Overlapping lightmap UVs I don’t remember what that means.

Lumen (GI and reflections solver) isn’t supported in VR (yet, if ever, unfortunately).

If you need detailed indirect lighting in VR, your only real option is GPULightmass, as you see. Lightmap UVs refer to the textures on your meshes that hold the lighting data. While I’m no baking expert, if you don’t have good (or any) UVs on your mesh, then it will not bake correctly or at all.