New Cinematic Lighting & Rendering Features Used in the Paragon Trailers & Game Jam Results

Hey thanks for answering my question.
While proposed solution would be good, it does not solve all problems.
For example, moveable objects won’t have baked static lighting, which while is intendent for lighting, would be problematic when using AO for texturing.

Or I would like to have dynamic skylight lighting (because of moving objects) and dynamic directional light with dynamic indirect lighting (either LPV or VXGI), still require indirect lighting intensity to be above 0.

It would be nice to have ability, to bake ambient occlusion, for fully dynamic lighting, but to actually never show it on meshes, and just use it for texturing. It would just ignore all light sources expect skylight, and would never render in game.