Can't pass FAB review - Level Instances and Maps are the same thing for reviewers

Hi.
I did 4 attempts to publish my Uniblocks package on FAB (last one reference number is 18623665), but there are two blocking issues to address, one of them is about Level Instances:

  • According to official docs Level Instances are just kind of prefab-like thing to store bunch of static meshes, blueprints and stuff.
  • I did use them exactly for this purpose: https://www.youtube.com/watch?v=OUg9QXiJEUc - handy, fast end efficient.
  • Review team on FAB, however, can’t distinguish those from regular Maps, probably because they looks identical in Content Browser and nobody knows what “LI_” prefix means:

    (first two are regular Maps and rest, with “LI_xxx” name template, are Level Instances - their “Type”/“Primary Asset Type” fields, however, are the same - “Map”)
  • So all rules and demands for regular Maps (to have a built lighting) being applied to Level Instances, so there will be something to see if you open Level Instance directly, as a Map:

    "The rest of the maps with prefix “LI_…” have no directional lights, hence, the content
    is not visible in the “lit” viewmode, please make all the content in the maps visible"

Should I cave in and stop using Level Instances at all because there is no way to pass review (it will be not so friendly to users of my Asset Pack, but manageable); or is there a chance to improve review process on FAB side?

Passed review with Level Instances still included! Adding directional lights (or any true light casting sources) was not a solution because it’s way too performance costly and damaging to the map, were those building prefabs in the form of Level Instances being placed (and finding and removing those by hand every time Level Instance is placed on the map is getting old quickly). However, this asset pack designed to work only with Lumen, so emissive textures can be used without any additional performance cost if you forgot to remove those. They still mess up lighting inside those prefab buildings at day light conditions and should be removed/turned off, but emission power is low enough so they’re looks passable even if nothing was done:


Overall it’s a not right way to do things (this hack won’t fit for other types of assets, like rocks or other objects), but till some kind of “prefab lighting” implemented in Unreal Editor itself or better system comes in (Scene Graph) - guess this kind of hacky workarounds is the only option…