Is it possible to disable occlusion and lighting?

Hi,

I am trying to render a lot of simple arrows. They are basically pyramids with a very basic material.
As of now the three big time sinks are the base pass, occlusion and non shadowed lights.
I need to find out how far I can push UE4 and thus I need to remove all unnecessary time sinks.

http://puu.sh/rX4rO/54fec5ba7c.png

As you can see, the sinks are quite distinct.

Thank you for any light you can shed on this.

Hi NoobsDeSroobs,

This is a pretty good article that I stumbled across recently that may help benefit you as well: The Vanishing of Milliseconds: Optimizing the UE4 renderer for Ethan C

Non-Shadow Casting lights: We have a bug in right now that is possibly from when we did a rendering refactor where non-shadowed lights would still be considered. It’s being tracked with UE-35747.

Occlusion queries can be disabled by using the command r.AllowOcclusionQueries 0 to disable or go to the project settings > Rendering > Occlusion Culling. This only disables dynamic occlusion, but not visibility culling from the view frustum.

-Tim