Rectangular lights cause light bleeding

I’ve noticed bad results in my lightmass in a scene I’m working. Trying to pin down the problem, I’ve come to the conclusion that these strange artifacts are caused by rect lights, but I don’t know how to solve it. As you can see there’s light bleed in places where there shouldn’t be at all, like in the painting on the wall, or things that are strangely very bright even though they are in a dark corner, and whole area that have light coming from who knows where (like the corner on the right). Disabling rect lights and using only directional light in the bake solves the problem.

Details:

  • Rect lights are stationary, but setting them to static doesn’t solve the issue
  • The walls DO have a thickness and they’re modular
  • The screenshot was taken after a medium bake with medium world settings, and even though it is a little better, raising all the settings and baking at production doesn’t get rid of the issue, which is still very present
  • Lightmap UVs were hand authored and the lightmap resolution is good
    enough
  • Rect lights (in the screenshot only the main one was active) are placed
    at the windows to help indirect
    lighting and sculpt light

How do I solve this issue?

4.26.1 here, did you find the cause of your problem? Cheers