How can I change the scene at runtime and ignore the changes in the lighting build?

I’m making a random dungeon-like system in C++, where rooms stream in as sub-levels at runtime. This means I can only use dynamic global illumination.
But I’m guessing is it possible to build lighting separately in the persistent level and rooms, and ignore scene changes as rooms stream in? I don’t care about potential lighting issues, I just want to use static lighting in random maps. Is there a way to bypass the “need rebuild” detection?