Game lighting good on launch to device, completely wrong once packaged and run on same device

Hello,

I am working on a mobile puzzle game based on the ue4 rolling ball example. the project runs perfectly deployed to 2 of my android devices, but once it is packaged the lighting just appears all black (can’t see anything besides emissive materials)…

this is my 2nd mobile game, and i tried the same things that worked on the 1st , but yet the results are quite different…

ive very closely read about dynamic lighting and the types of lights supported to mobile and have been following all the guideliness but something is just wrong once the project gets packaged…

here is the app on the google play store https://play.google.com/store/apps/details?id=com.ImagineGames.EndlessMaze (with the lighting problems) and here is the ue4 project files (the game map is still named RollingBpExampleMap) https://wetransfer.com/downloads/3ddbd3c5972c45084e13155f059b665120170827014457/f82ab49ab25f57b17f2f793b15fe467d20170827014457/7a932d

you can see the lighting works perfect in editor and even deployed to a mobile device… but once packaged it is quite a different story…

the maze utilizes instanced static meshes, could that be the problem on mobile??? because everything else appears correctly…

ive added a console command box and execute button for debugging directly into the app in the play store, please help

im suprised Epic doesnt want to investigate this… its definitely an engine side bug: 1. the game works perfectly deployed onto devices but doesnt work as intended once packaged and run on same devices… ive tried every packaging setting there is, and the defaults of course…