Quote: "ridiculous solution..."
Only solution
You should have a folder called "galaxy seed". It has a dome, I use it to cover all my interior levels.
If you browse my project here:
LINK you'll see several interior screenshots.
Attached below is the same map as seen in editor.
However: IMPORTANT, there are several more quirks to the lightmapper you have to understand before you can use it, seeing how you ask about the sun you might have not yet read my research about it.
Read the full thing here.
But in conclusion:
* You will have to largely increase the surface level and perhaps the brightness level value with the sliders depending on what look you want to achieve. Use tinted fog to unify your scene, this can be crucial for the look. Play with all the sliders, this isn't WYSIWYG and you have to tweak everything after a build.
* Its crucial that once you baked the lightmaps you exit test game mode, SAVE, shut off GG completely, reboot it and then get back in game to see the lightmaps displayed properly. If you don't do this, all you see is black tar and some faulty rendered objects. This is why I assumed it was broken originally. Just going back to editor and then test game again won't cut it in most cases. Alternatively you can open a different map, play a different map in test game, close it and then open your lightmapped level again. Its a bit cumbersome but its necessary. Don't forget to save your lightmapped level.
* You will want to use PBROVERRIDE = 1. Some of your props will need editing to look right but if you stick to the old render pipeline, you will have specular maps boosted to a ridicoulus level, objects randomly glowing and missing shadows.