Epic's GPUlightmass

I’d love to see that too, but for now you have to build lighting with CPULM to generate precomputed visibility and afterward you can keep using GPULM.

Btw, precomputed visibility won’t help you because UE5 is fundamentally broken when it comes to visibility culling on mobile. Even if you have hardware occlusion culling disabled via cvar in the .ini, you will still have massive performance issues. To “fix” that, you have to completely disable visibility culling in the Project Settings, but that also disables precomputed visibility culling.