Quick answer: Mark the terrain to contribute GI, raise its dedicated lightmap/baked-resolution setting, and rebake; for huge terrains, split it or rely on realtime GI instead.
Terrain does not use the same per-mesh lightmap UV workflow as props; it has its own resolution control. If terrain lighting looks flat, that control is too low or the terrain is not contributing. Fixing it bakes correct terrain lighting.
How to fix it
1. Make the terrain contribute GI
Enable the terrain's static/Contribute GI flag (Unity Terrain settings, Unreal landscape Cast/Static lighting) so the baker includes it instead of leaving it on flat ambient.
2. Raise the terrain lightmap resolution
Increase the terrain-specific lightmap resolution setting; terrains cover huge areas so the default texel density is often far too coarse for readable baked shadows.
3. Split or stream large terrains
For very large terrains, split into tiles or sublevels so each gets adequate texel density without an impossibly large single atlas.
4. Consider realtime GI for terrain
Terrain often suits realtime GI (Lumen/SDFGI) better than baking; if baked resolution is impractical, light the terrain with realtime GI and bake only props.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.