I am making architectural visualizations for large projects with a lot of individual lights. I have been unsuccessful in creating lightmaps for most of my objects. Like walls for instance, would involve me having to unwrap and bring in individual walls, which would result in thousands of walls. Because of this, I am having to use dynamic lights and not be able to bake static lights. As I start adding a lot of lights this slows down my level.
Is there a blueprint strategy to turn off certain lights until my character gets a certain distance from them? That way the level is only processing the lights near me, and not some other random lights across the level that don’t matter? So say when I get within X distance to a light, it turns on, and when I leave X distance, it turns off. I have a feeling I can do this with triggers, but then I would have to create a ton of triggers throughout the model.