Sometimes increasing the lightmap resolution is not the best answer, and can actually do more harm than good because that large lightmap information and rendering power could be used somewhere else where it is more needed. A few quick questions, does your doorway have a material with a normal map on it?
Also, are you generating lightmap UVs for this object and applying them to the correct ‘Lightmap Coordinate Index’?
Here is an example of generating lightmap UVs for a static mesh that I converted from a BSP, and then applied those lightmaps to the appropriate coordinate index.
Notice the spacing of the geometry in the 0 to 1 UV area. I am able to get some good detail on this mesh because the light is able to hit each face cleanly and efficiently.
I hope you are able to extract some good information from this, but if you try the suggested approach and are still experiencing this issue let me know and we can try something different.
This issue you are seeing is caused by the texture sample you have plugged into the ‘Roughness’ pin. I am not sure what you are trying to do, perhaps have a roughness mask using that texture sample? Eitherway, unplug your texture sample from roughness and replace it with a ‘Constant Vector’ with a value of 0.3 or something around there. Also if it is a metal object you are applying your material to, you can change your metallic constant to something like 0.5.
Also I am not familiar with the ‘bp_lightstudio hdri’ you are mentioning. I would try to use point lights for your indoor areas, and a directional light to illuminate your level from the outside.
attached the picture with red circle to see were the noise appears i cannot get a clean picture with the reflective materials. that blue material does not have any map on the roughness only a constant vector.
So there are a lot of settings that can have an effect on the lighting within your scene. This blueprint you are using to control the lighting in your level seems to have a lot of control over your scene. One of the larger effects you are going to see within this blueprint would be your ‘Ambient Cubemap.’
This cubemap is your ambient fill light based upon the texture image within this section. The grainy effect you are seeing is actually not a shadow, but more than likely your ‘Post Process Settings.’
Post Process Grain Settings
Like I said, your blueprint seems to have a lot of control over your scenes look and feel, but since there are a lot of individual parameters which you can scale you will need to mess with these values until you find the correct feel you want.