If you’re still doing this with skylight only, it’s going to be a major challenge I think. The directional light activates a number of shadowing techniques that are not present in the skylight, and it allows shadows on the floor. Is the scene using ray tracing? Is exposure enabled (if so, what settings)?
I see the splotchy shadowing on the character, and aliasing / blurriness. If it’s only a static render, then increasing lightmap resolution wouldn’t be a problem, though with a ton of other objects / actors it could become a longer light bake. I’m seeing the same splotchy artifacts on basic walls / floors in the 3rd person shooter template with dynamic only lighting or static/stationary. Perhaps there’s a few cvars in the console that’d improve the shadowing and lighting.