Does Unreal Engine has a way to support additional lighting channels beyond the default three for selective light linking on the animation pipeline?

The production at the studio I work is transitioning from traditional rendering to real time and we have encounter with limitation such as that one, we have tried all the possibilities we had with the studio re sources but couldn’t create a functional option with more than 3 channels. I’m curious if there’s a way to create a Blueprint or implement a workaround to add more channels if need it. For instance, in other rendering engines, we can assign lights exclusively to specific areas of the character like the eyes, while other lights illuminate assets and environment exceeding the 3 count. Any insights or suggestions on how to achieve this in Unreal Engine would be extremely appreciated!

The 3-channel limitation is wired pretty deep into the UE code, so this is unlikely to change. Technically, you could do multiple separate passes instead, and composite those together.

Thanks a lot for the reply about your intake on the matter and suggestion :pray:, Its difficult to find discussions about this specific theme. Yes for now we are using the passes to separate some objects and enhance some parts at postproduction state.