Hey MS2013,
So after taking a look at your project, there is really no way of getting around the fact that you need to reduce the light usage as well as converting your BSP’s to static mesh actors. The approach I am going to suggest will get you the same results, if done correctly, and reduce the overhead you are generating from using so many movable lights within your structures.
Essentially what you want to do is create a Static Mesh within an external modeling program and set it up as a multi-sub object. In other words, have your lights and wall modeled as one mesh, apply a material to the section of the wall that will represent the lights, and apply a separate material for the wall itself. This way when you import the mesh into the editor, you will be able to assign separate materials and increase the ‘Emissive’ intensity of the light material to simulate lights without having to use a light actor. This will save your project from a huge overhead, and allow you to create a parameter to set the intensity of all your lights with a single value change.
Light Wall Multi-Material Static Mesh
Here is just an example of how it can look. Notice the two material slots applied to different parts of the Static Mesh. Each of the light parts are emissive so they illuminate the surrounding area.
Emissive Light Material
Here is how you go about setting up your light material.
Light Material Instance
After creating the parameters within your light material, you can right click the material and create an instance. Apply this instance to the light material slot and you can now change the light color and intensity.
Light Wall in Scene
Here is a rough idea of what it will look like in game with the light intensity (emissive) set to 25. This should get you on your way to creating the level you are going for, without adding too many lights and causing your project to perform poorly. This will also clear any need for BSP’s which will resolve your issue at the same time. Let me know if you have any other questions or need additional advice.
Cheers,