Strange skylight effect. HELP

Before I followed what you said I reduced the light bounces and it cleared up a bit but as soon as bring more bounces it goes back to where it was.
But as soon as I corrected points A and B it made a massive difference already, the noise is practically gone. The AO on the PPV I did intensity of 0.5 and radius of 150.

C) The materials on the surfaces the actual maps are from 512 to 2048, the light map resolutions go from 128 to 512 and ocasionaly to 1024. On the lightmap density I try to keep everything on the green and then I work from there up but the green is my base. When I’m modeling I have the light maps density in consideration.

D) I didn’t know about that “Force No Precomputed Lighting” I thought Unreal starts baking light from scratch on every build. So as A and B worked out pretty good I haven’t tested this button yet but it makes sense if having 2 skylights, the actual one and the data from the previous one that would screw up things pretty bad.

E) The house has a Z location of 170.0, I would say that the house is in the center of the sphere.

F) I knew a bit about it but the way you explained now everything makes more sense, it actually lighted up in my mind lol
I will actually have to read it a few more times to make sure I understand it and don’t forget it, Thank you!

G and H done also

There is still a bit to clear up and I will get to it in the morning and send you some screenshots here.