I tried to cleanup the mesh and re-improt it from scratch several times. I re-did the lightmaps couple more times.
I even tried to remove my own lightmaps and let Unreal to generate its own. But the result is still messed up lighting, as you can see here:
Just a quick one from my phone…
I think you have a different idea than how actually lighmaps work…
A whole room kept as one mesh will need a REALLY high resolution lightmap!! Like 2048
If you left yours 128 as it shows… you’ll get “random” lighting info: Unreal can’t visualize (not enough lightmap resolution to) the proper calculation! Just try to stretch a 128×128 checker map onto your mesh and you’ll see how low the resolution will be! :S …transfer this “point of view” when deciding your lightmap resolution and you’ll get much nicer results!
As you can see, the shadow looks just awful, its still all over the place, but in “higher resolution”.
Here’s what’s weird: when I initially imported this mesh to a scene, everything was peachy. I build the lighting and the result was great. But the mesh itself was missing the roof, I was just testing a news scene, setting post processes and lighting. Once I made sure that everything works, I went back to maya and slapped the ceiling on this model. And here where this all begun.
No matter what I do, every time I build lighting it gets messed up. I even undid the changes to the mesh in maya back to no-roof state, and imported it again in ue4, only to find out that lighting is still broken.