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You are using baked lighting, right? In that you’re building lighting and baking it out as lightmaps, rather than using lights set as movable and using dynamic lighting. Using emissive for static lighting only works for baked lighting (hence the name), so you have to build lighting to see the results, and the lights cannot update in real time as it is baked lighting. Apart from that, can’t offer much help, though if you are using dynamic lighting you can enable light propagation volumes by adding “r.LightPropagationVolumes=1” in ConsoleVariables.ini and setting the material of your fluorescent lights to inject light into the LPV. That won’t give precise and accurate lighting from your emissive material, but it does allow the material to contribute to lighting.
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4.11 added light channels which can do this. Lights and objects can use one of three channels, and objects are only lit by lights on the same channel. So say a table uses channel 2, the table will only be lit by lights also using channel 2.