Two sided magazine lighting artefacts.

After some extensive testing, tweaking geometry, lightmaps, and just experimenting with stuff to figure out how to correct this issue, here’s what I discovered.

I have this mesh of a magazine with curled cover:

Unreal doesn’t like it at all. Baked light for it gets all sorts of screwed.

However, if I split it into two pieces - the cover, and the block of pages, it fixes the lighting issue.
The problem is - now I have one more draw call for a small prop. Which is not ideal.

I tried to combine two pieces in maya, without merging vertices, but that only led to the same result as before, with one whole mesh.

I tried to combine two pieces in unreal with Merge Actor Tool, and, weirdly enough, that gives different results. There’s no more shadow bleeding, but there’s no occlusion either.

Here’s what I mean:

As you can see, two separate pieces look as we would expect - with all the shadows and occlusion in the right places.

Merged prop is missing occlusion. And I noticed that at some angles it still gets a bit of shadow bleeding.

And a single mesh, exported to unreal, is just awful.

This behavior is weird to me. I’m don’t have technical knowledge to explain what’s happening.