Unreal 4 Lighting Academy....or something like that ;)

Thanks you for your answer. So I think the problem in my test scene was, there was not enough density of samples. And another thing I noticed is, lets say I have dark room and wall with 30cm width. The furniture which I placed in front of wall was bright. Looks like it is illuminated from outdoor when I used volumetric lighting method for it. But when I moved it to the center of the room, it illuminated correctly. So from my understanding, the samples which placed in outdoor next to my wall leaked into room and made my objects lit wrong. So what is the efficient way to solve this problem? Do not want to make wall larger. Is the only way is to increase the sample density other than switching to surface method or am I miss something here?