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I seem to remember there is an issue with lights not fully baking unless the settings were just right, but I can't remember what those settings was.
I'm also seeing a difficulty with cube maps loading into this map, The only way I can get that to happen is if I build them on one full compile and then run a second time with only the Build box and last three boxes checked and then on that second "empty" build they don't build but do show up in the map. This is a very large open map using about 1/3 of the entire mapping space so maybe that is having an impact. I'm just treating it as a single room with one light probe box but lots of cube map entities sprinkled about.
Case 1: Building the map with all the usual boxes and the added "Build Cubemaps on Load" checked results in seeing indications in text that cubemaps do indeed build. However, in the players view at the closer env_cubemap I'm still seeing sharp corners of the cylinders. At the env_cubemap at the far end of the box, the cylinders are still clearly visible from the baked lighting
Case 2: Building the map again with only the "Build World" box checked and all three boxes in the "Load Map in Engine" section checked results in the other problem I'm seeing. There is no time spent building cubemaps but it appears previously built cubemaps are loaded into the map at that time. So then at the env_cubemap closest to the cylinders there are no cylinder corners visible (i.e cubemaps are loaded and worked) but at the far end of the space near that remote env_cubemap no cylinders can be seen at the other end of the box (i.e Baked lighting is no longer visible at this large angle to the source of the light at this large distance).
I tried this test map on two different computers using the option to run without a VR Headset so I only viewed the results in a "VR Box" on the monitor and got the same bad result on both. Also, I get the same bad result for cubemaps (i.e. no cubemap results visible) using the Buildcubemaps command in the console as using the checkboxes for a full build with a cubemap build/load at the end. So cubemap results are only visible if I build them first then do a build with only the "Build World" check box and the three boxes in the "Load Map in Engine" section set. Then I get cubemap effects but baked lit surfaces disappear (go dark) when viewed at both significant distances (almost quarter mapping space scale) and a few 10's of degrees from the direction of the baking source light.