I imported the model of a building from Blender into a fresh level in UE4. Each floor is a separate object but they all share the same material.
When I build lighting, I get the result on the picture below (lighting-only view): the outside walls of each floor have a slighly different --but uniform-- shade of grey.
I know that this effect is caused by the indirect lighting contribution because if I remove the ground plane, all floors have the same color. I am using default lightmass settings and a high quality lighting build.
How can I fiw this and have a gradual indirect lighting contribution to all floors instead of this layered cake effect?
This is known limitation of light baking. You can read more about it here.
Shortly, you have several options: either cover the seam between floors with some sort of trim mesh, or ensure that the seam between modular floors goes with some sort of an angle, or lastly, crank up lightmass quality settings until the issue is minimized to the point, where it feels acceptable.