During baking I got a warning saying that my scene is quite big and that it's recommended to put down Lightmass Importance Volumes. After looking it up, it turns out those volumes are for indicating where static light needs to be build. Without them, Unreal will calculate the whole area equally.
While baking I encountered an error from the white flowers in the water. It said it had overlapping UV's, but when I checked that didn't seem to be the case.
My teacher suggested to take a look at it in Maya and import an edited version to see if that would fix it. It didn't sadly.
The strange thing about it was that the other waterflowers that came from the same pack didn't have this error.
I played a lot with the lightmap settings here, but I should've just scrolled further down.
In the general settings the Light Map Coordinate Index was set to 0.. mystery solved.
The asset pack set the other flowers correctly though. How strange
Because my directional light used to be on moveable I had pretty nice shadows. After baking I realised that my shadows weren't looking so good anymore. I googled for a long while until I realised it had to have something to do with lightmap density. After turning on viewmode, it all made sense. I turned up the resolution from 1 to 20. I wish I could put it higher but I noticed the baking time being unreasonable long. The ideal number would've been around 30.
I don't get why exactly but after baking the lighting, everything properly turned dark in the caves. I wanted to acquire this effect in KM3 so I could take control of the lighting, but now that it showed up in this subject, I'll let it be dark for now. It's a good opportunity to try and learn more about lighting a scene.
The directional light used to be on Movable, but for optimization I put it on Stationary and baked it. When I saw how pitch black everything got I wanted to go back , but even after putting it back to Movable, it still looks this dark.
I read through this artstation post (https://www.artstation.com/artwork/YeEKy6) to get a better understanding of light. Since the caves are extremely dark, I created holes in the roof of the caves to let in the sun. I tweaked several settings to try to get indirectional lighting but it just doesn't want to work, so instead I added static point lights and spotlights to recreate the indirectional light effect.