How to render, access or export Lumens irradiance values?

I am interrested in accessing Lumens illumination values (irradiance) on the surfaces of a scene.
Is there any way to render, access or export Lumens irradiance values on all mesh surfaces?
Similar to GPU Lightmass but dynamic using Lumen.
If possible via Blueprint, but C++ is also fine if necessary.

Exporting them in a texture-space sense might require you to access the lumen scene atlas, which I’m not quite sure how to do.

I know you can visualize indirect lighting contribution easily enough via
visualize.lumen.diffuseindirect 1 (or something like that), but as lumen is screen-dependent GI, I don’t think exporting it would be trivial.