Hey Constant,
I’ve not set up anything using your specific use-case here, but the idea behind the lighting scenarios is to only have one loaded at a time, not all or multiple ones. It seems like you’re trying to find a way to have lighting channels for static lighting, which is not supported. From what I see I would say that this would be the intended functionality because these lighting scenarios store the lights that are with them. When you load them all you’d likely break lighting for the other levels because those lights now unbuilt for the geometry that is present. I’d suspect also that if you pressed play with all or more than one scenarios loaded you’d get a “Lighting needs to be rebuilt” warning in the top left.
You could always open these levels individually and build lighting, then come back to your persistent and load them there. That should work, but it’s a really hacky workaround and isn’t a supported workflow. It used to work before lighting scenarios but may not anymore. I’ve not tried it in a long time. One side effect of that method though is that you will always get the warning about lighting needs to be rebuilt because the persistent level doesn’t know if it’s been built for these levels that are present. At that point, you can use the command “DisableAllOnscreenMessages”.
Hopefully, that helps.
Tim