Shading issues on modular assets

Hi!
English isn’t my motherlanguage so I’ll try to explain it as simple as I can.
I’m building an modular enviroment in UE 4.8 and the pieces seem to be randomly rendered little darker or lighter than others. Just take a look at those screenshots (especially flooring, wall with windows and pipes) :







As you can see in some places they’re tiling nicely, in the others - they’re not. Last screenshot shows a new scene with the same assets as in main scene and lights from UE default scene - it works.
As regards to the pipes, they’re the biggest problem. Whole pipe system is a blueprint based on tutorial below and I don’t know why it renders that bad (few of them are like overexposed, the others underexposed and it happens randomly apart from lights position). UE4 Tutorial: Add spline-meshes procedurally - YouTube
I’ve doubled checked that every asset stays on the grid, I’ve tried to enlarge lightmaps (even to some horrifying resolution like 512 for a simple wall piece), bake lights in different quality and I have run out of the ideas what’s wrong.

Scene is lighten with 17 static point lights (they’re placed in every lamp). Every one of them cast shadows and affects world. Except lights and static meshes there’re:

  • 9 Screen Reflection Capture
  • Sky Light
  • few bsp boxes for ceiling
  • Sky Sphere
  • Atmospheric Fog
  • Splines

Please, someone help me.

Avoid building things that way, each mesh gets the lighting baked on a different thread and there can be slight variations to the way they get processed. For simple meshes you don’t get any advantage by building the floor that way, it actually lowers performance because it increases draw calls and the meshes themselves are not very high poly so there’s no point trying to save the memory since it will take so little.

Thanks for reply, but modularity is part of my thesis so it has to be like that. Is there anything I can do to minimalize that effect without changing my meshes?

How does it look with dynamic lighting?

You can increase the lightmass quality and lower the amount of smoothing, it can improve the result but the build times will be longer. The effect will be worse for the parts that receive more indirect lighting

Thanks darthviper107, I used a workaround described here by Tim Hobson:

It successfully minimize the effect on walls and floor, but I still have problem with pipes. Those lighting settings doesn’t affect their look at all. I don’t know what’s wrong… Any ideas?

BTW My settings were:

  • Light Build Quality: Production
  • Static Lighting Level Scale = 1.0
  • Indirect Lighting Quality = 2.0
  • Indirect Lighting Smoothness = 0.6
  • Environment Color = 0.1;0.1;0.1;1.0

You can try snapping the edges of your UVs to the grid in your modeling package. When I ran into this issue in the past, that was able to resolve it for me.