Do you guys see how my floor tiles are coming out different shades even though the texture is the same? It has to do with the BSP. Is there a way to fix this without changing the BSP?
I'd say you should try to change parts of the BSP architecture.In my opinion the source of your lighting problem could be the shapes of the trims. Instead of making them regular cuboids you cut their ends to some kind of "slope". The engine tends to dislike this and the results are such errors. You should avoid such shapes.
As I said, I would replace those "shaped" brushes with regular cuboids but even this would not be the best solution:
The best solution would be if you have made the trims with just two or three brushes by using the brush sinking technique.
I can't describe such things very well that's why I was searching for this tutorial. Brush sinking works in every Unreal Engine version and is very useful. It keeps your BSP simple but has the same effect as what you can see in your map.
PS: I would still change it. You have made your BSP architecture more complex although there is a better way to do it. The results will be worse BSP errors if you continue like this.
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