Best Practices for Lighting with Lumen

I’m using Unreal Engine 5.4 and would like to ask about the best practices for lighting with Lumen.

Currently, I’m creating a scene that resembles a Japanese subway corridor, as shown below.

As you can see, some of the lights are showing an overlapping warning.
This scene requires multiple fluorescent lights placed throughout, and I am currently using Rect Light (Stationary) for each one. However, due to the large influence radius, overlaps occur.

Since I’m developing a game on my own, I have no experience in this area.
In scenes that require multiple light sources, what is the standard way to place lights?

For example, in games like “Exit 8”, similar lighting setups are used without issues.
I assume there are effective solutions or techniques, so I wanted to ask for advice.

Things I Have Tried

1. Increasing the Emissive Intensity of the Fluorescent Lights

The first approach I tried was significantly increasing the emissive brightness of the fluorescent light tubes.
However, doing this resulted in heavy noise, which seems to be a characteristic of Lumen, as shown below.

There may be ways to reduce this noise, but I didn’t find this approach to be a viable solution.

2. Reducing the Light’s Influence Radius

The second approach was reducing the Attenuation Radius of the Rect Lights.
When I asked ChatGPT and other sources, this was the first suggestion I received.
However, as seen below, this results in less desirable visuals.

3. Changing the Lights to Static

The third approach was setting the lights to Static.
However, my understanding is that this would disable Lumen, which I want to use.
For this reason, I decided not to pursue this option.

Additional Information

  • Engine Version: Unreal Engine 5.4.4
  • OS: Windows 11

I would appreciate any advice or solutions. Thank you!