If you’re using a cube and scaling it non-uniformly while keeping a fairly low lightmap resolution you will get low quality lighting results.
The issue is that the lightmap UVs are made for a cube and they don’t scale with the mesh unless you scale the same amount in each axis. Try using BSP brushes for early level design and then replace them with tailor made static meshes.
Remember that (somewhat counter-intuitively) high values for lightmap resolution on static meshes will give you higher quality results, but lower values for BSP geometry will yield better results.
So i built a small Level with one Directional Light representing the Sun (all contained in a Lightmass Importance Volume) Im new when it comes to Lighting in UE 4 but i understand the Basics. But when i build my Lighting i get a really weird Solution (see Screenshots below). It looks like the Sun is shining through my walls in the far back of the corridor and the walls shouldnt be that lit at all. They should be much darker and the end of the corridor should be completely black. I used the basic “Shape_Cube” (wich comes with UE) to build the whole Level. The Light Map Resolution of the Cube is 64 and i didnt change it. I also didnt override any Light Map Setting in the Level itself. Also i used the “Preview” Build method if that is important for that. Can someone tell me what i am missing or doing wrong here?
i found the option and changed it to EPIC but that didnt do anything. Also setting the build quality to “Production” or overriding the Light Map Resolution on everything to 128 or higher didnt change anything.
the thing is: if i remove the light, the sun is gone. The level part shown in the screenshots is only the inside of the level but there is an outdoor part aswell for wich i need the directional light
EDIT: i removed the directional Light just to test it but the result isnt different at all. i also came across something called “Sky Light” and i watched some videos on it but it also didnt change anything
I change my line from before “I`m new to lighting but i know the basics” to “ok im totally new to lighting in UE4” xD
Try to give mesh some thickness and in World settings under lightmass change static lighting level scale to 0.75 and indirect lighting smoothness to 2 and occlusion distance between 200-260.