Is modifying Engine Source Code the only solution for massive Niagara Light Renderer spawns?

We are currently implementing a Boss stage that requires a Niagara Light Renderer (CPU Simulation). Due to the visual design of the boss fight, a massive amount of light particles must be visible on the screen simultaneously. Therefore, we cannot use Distance Culling or Frustum Culling optimization techniques.

In the standard (vanilla) engine, spawning these light particles in large numbers causes severe performance drops unless we disable shadows or significantly reduce graphical quality.

We are currently considering modifying the Engine Source Code (Custom Engine) to optimize the spawn rate logic or the rendering pipeline for this specific purpose. We would appreciate advice from experienced developers on the following:

1. Feasibility of Engine Modification: Is modifying the engine source code to handle massive Light Renderer spawns a practical approach? Or is the performance bottleneck caused by the physical limitations of dynamic light calculations (GPU cost) such that engine modifications would yield minimal benefits?

2. Possibility of using Standard Features: Is there a way to dramatically optimize hundreds of dynamic light particles using only Blueprints, Detail Panel settings, or specific Niagara Module combinations without touching the engine source code?

We are struggling to balance quantity and quality without culling. Any insights would be greatly appreciated.

Thanks in advance.