The answer is really still the same as it was with an addendum. You can lower the value really lower, but at a certain point when that light isn’t greatly affecting any number of pixels or barely a single pixel, it will disappear. If you have a lot of lights in your scene, it’s not good for performance, especially if the light is shadow casting.
So a couple of things you can do.
- You can reduce the min screen radius down to 0 and the lights never cull. Not recommended!
- Fake it to make it. Set up a Blueprint and at a distance that it really doesn’t make any difference if the light is really lighting the scene, swap it out with a place that is camera facing with a material that simulates your light. GTAV is a good example of this. You can visibly see when they remove their lights and replace them a material-like approximation for distance effect.
There are likely some other avenues you could pursue I’d find a way to make a distance light swap to a mesh with a material and make that look good and consistent with my scene.