Moving Sub-Level Location does not also move Baked Lighting with it.

There is no official way to fix it (at least not that I’ve found) as the light-mass still doesn’t work as expected even in 4.20.3. I can describe how we tried to at least hide some of it. This may or may not work for your game/project.

Note:
Our game plays a lot like some of the newer horror titles you’d find on Steam where objects can be picked up and inspected/rotated in place.

In maps that have movable objects (like the drawer in the office) that absolutely needed lighting applied to it as it translated back and forth, we created small movable lights that have their own light channel (ex. channel 1)

The inspect-able object would tick the same light channel (ex. channel 1) and we’d adjust the brightness of the light enough so it doesn’t appear as black anymore.

Notice the drawer is still kinda darker than the rest of the static objects around it. Normally, a character volume would solve this issue, but unfortunately, because of the streaming level bug, all that light-mass data is missing because it’s at the origin of the persistent map and not at the streaming level map. It also sucks that we have to add movable lights because they have additional performance costs.

I’m sorry, I wish I had a better work-around for this. =(