Weird and awful shadows in UE4.27

Hi, I’m having a problem with shadows on UE4.27.

I made a bedside table mesh in Blender that is a 1k poly model, I’m blocking out my scene and don’t have any textures yet. I baked my lights in production mode, but for some reason my shadows look awful. There are some images at the bottom of the post. I made a list of things I’ve tried:

I smart UV projected my mesh with an island margin of 0.0016 (32px padding for a future 2048px texture).

I recalculated my normals in Blender.

In UE4:

I increased the lightmap density, sometimes up to 4096, but it didn’t change anything.

Is my scene okay in terms of lightmap? The things subject to ugly shadows still have a green grid. I also tried changing the light’s mobility mode to stationary and movable, and did the same for the mesh, but it didn’t change anything.

I have this problem with my bedside table with almost all the meshes I make in Blender and then export to UE4… I don’t know what to do anymore.

Here are the photos.

Channel 1 of my bedside table :

The uv of my bedside table

The result after being baked :

And my lightmap density :

Pls help me I read a question similar to mine but nothing helped me !

Im trusting the power of forum haha !

First, texel density is probably partially at fault (you want the same value across all items to get the same shadow quality across the board).

Second, your lightmap UV is at fault too.

You can’t make a lightmap on a 1080p texture and call it a day, then force the engine to scale that down to 246 (I think the default, may even be 128). That’s just going to never work right with the edges having real issues stemming from being placed mid pixel or worse, randomly.

You need to make a native 246 or 128 lightmap where the unwrapped item has the verts precisely placed Mid pixel to be able to scale the map up and down at will while preserving full quality in every direction.

Lastly. The import has an options that creates the lightmap for you. Unless disabled, the engine will use whatever it generates…