Keep getting "lighting needs to be rebuilt" when switching between light scenarios

It always seems to recognise that the night scenario has its lighting built and therefore, doesn’t give me the warning when I switch to it. It is also the only scenario whose lightmaps actually look accurate. It also just happens to be the last lighting scenario on the list of levels as well as the last scenario that lightmass builds. The rest of the scenarios have inaccurate lighting. It seems that the engine gets lightmass to build all the lighting scenarios and then disregards all but the night scenario when it is finished and it only applies that one. When trying to switch from the night scenario to a disregarded one, it is those scenarios that still look as though they were never built in the first place but they were and therefore, show inaccurate lighting.

Here are some screenshots:

Do note the preview watermarks on the walls in this screenshot. These show up in every scenario when in the editor and not ingame. At the time of taking these screenshots, I hadn’t made any changes to the map whatsoever. I also did not use preview quality lighting. I used production quality.

As for the skylight and post process volume, I put them in each lighting scenario instead. The only problem here is that now I get error messages in the message log saying that only one skylight can be active per world. Which is why I put the skylight in the persistent level in the first place.

I tried rebuilding the lighting scenarios by going into each of their map files as you said but this did not work. However, it did make changes to the lighting for the scenarios but it still resulted in inaccurate lighting.