The problem is if anything relies on that light level, such as emissions from the SkySphere clouds, you would have to rework it to have a second event tracking the value you just killed.
In my case, many AI have bio-luminescent shading which scales inversely to the current sunlight intensity during day or night as my weather systems also affect skylight intensity. And so I’d either have to create individual events per creature (performance hit) or create a function that clones the current intensity level of the sun when the sun is disabled. I also have a weather system with ties into all of that, and any changes to the sun would require turning 1 blueprint into 3+, each of which would be ticking 10 times per second. A single global system at 10 ticks per second sending out events at thresholds has been performance friendly, all other options seem too convoluted, prone to instability, and more performance intensive.
So in my case, having so many things dependent on current dynamic directional light intensity, it was best to just block the light without changing how it works. And if I made a system that works that way, I’m sure others will as well. So I felt like sharing the solution worked well.
Additionally, my blocking volume is used as a respawn trigger for anything which may glitch below the map, so it serves a double function. That was added several days after this initial post. But it was a happy accident to solve two problems with 5 cubes.