Bug persists in any version that has lighting channels.
Cant show you any visual documentation as the project is NDA.
Seems the lights from cascade behave differently and well… tell any light that uses lighting channels to ignore the channels and emit on all surfaces whenever a cascade light is near.
I think thats… the best I can explain for now.
Asking for permission to perhaps showcase it in a pm.
I’m also working on this project – here’s some more info on replication:
Player Character BP has a light attached set to lighting channel #2 only
Player Character BP mesh has lighting set to channel #2 only
This looks fine and the light only affects the player until the player enters the influence of a particle light radius. Then all lighting channels are affected by the player light.