Volumetric lightmap is very inaccurate

Whenever using the volumetric lightmap, it always has very inaccurate lighting directions, sometimes being way brighter than the environment around it.

Example 1: mismatching lighting direction

Example 2: unusually brighter than the surrounding precompiled lighting

It’s really annoying, as objects lit by the volumetric lightmap always end up looking really bad, and always stick out like a sore thumb due to both of these inconsistencies. Is there any way to fix this?

I’ve found a partial workaround, but it introduces other issues.


Wow!
Using the GPU lightmass provides extremely accurate volumetric lightmaps (objects using them actually look like they’re part of the scene!!), but it creates many other visual bugs and issues I cant find solutions for, mostly to do with spline meshes just being awful in combination with it (as seen below)

If anyone knows how to get actually correct volumetric lightmap samples using the regular lighting builds, Or a fix for the spline mesh issues, that would be great.