Presently on UE 5.6 with a static lighting project testing out lighting techinques. Currently when baking however, lights seem to show through to the other side of the light source, this even happens in mid air where it couldn’t possibly be caused by bounce lighting. You can see this captured on the spherical harmonics as well.
Are there any solutions for this? Or is this just a limitation of the static lighting implementation in Unreal? And if so how long has it been like this?