Assigning multiple light mobilities to same blueprint

I’m in the process of setting up torch lights for a Thief/medieval stealth based game. So far I haven’t had any issues with the light scripting (flickering intensity with a little side to side translation), but this only works with movable lights. I’m trying to add a second, stationary light to the blueprint to cast indirect light (affects world but invisible to renderer). I can add the second point light with no problems, but I can’t seem to make one stationary and the other movable without them both locking on to the same mobility. Is this an engine limitation, or is there another way around this?