Baking scenes with prefabs in them?

Hi all, I couldn’t find a specific answer to my question however I found multiple forum posts that make me suspicious that I may have messed up my own workflow…

In my game, I have multiple scenes (one per level) that share the same prefabs, however, the lighting in each scene is massively different (each scene is a different time of the day so some levels are lit brightly, while others are pretty much midnight).

I’ve only recently begun delving into baked lighting and I have noticed that once my lighting is baked, it looks good in the editor but the built version of the game has two very strange issues that make the game look awful!

I’m pretty confident the first issue is due to overlapping UVs but I’ll mention it here just in case it’s not. On certain objects, very harsh shadows from pitch black, and awkwardly both pixilated and smoothed. The weirdest part is they’re not even on areas that should have shadows. I’ve had enough experience in Unreal to know that it’s probably just overlapping UVs and either way, my scenes 100% have overlapping UVs and I’m working on fixing the models already.

The bigger problem right now is that, in each scene, most of the objects are lit up properly. HOWEVER, almost as if picked at random, certain game objects do not blend in at all and are either extremely bright in a nighttime scene, or the exact opposite with dark patches during the day… My only theory is that, when I bake a prefab in one scene, it saves the baked texture for that prefab regardless of what scene it’s in? That logic kind of falls apart though since, in one scene, I literally have a wall of bricks that are all copies of the prefab, and only a few are randomly messed up…

I really don’t wanna go on a wild goose chase for something that may or may not be the problem haha. Would anyone be able to confirm or deny that it’s the prefabs that are messing the baking up?

Here is a screenshot for context, you can see the path shows issue one with its awkwardly low res shadows for no reason, and the bricks show how some of them are lit up properly while others are nearly pitch black!

What it looks like after building the game

What it SHOULD look like (what we see in the editor)

huh… only after posting this, and looking at the two images, I’ve discovered the third issue… yay…

You can see that the editor has reflections and light bouncing off the glass box, but the built version has none of that. Actually the more I look at it… the more it looks like literally none of my lights in the scene are doing anything???

Solved… the rather frustrating solution was right under my nose this whole time. Under “Project Settings > Quality” there are different levels of quality that affect lots of things, including shadows. in the editor, I’ve been seeing the highest quality this whole time. but the standalone game is set to a much lower quality.

I fixed this (definitely incorrectly) by copying the shadow settings to all the other lower quality variants (I didn’t mess with anything else because I didn’t need to).

Here’s what I’ve set mine too for anyone else who might need to know. I doubt the Cascades matter at all, but I’ve put it on two cos yolo i guess.

7398572--903908--shadow quality settings.PNG

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