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

Oh I see what you are saying. Here’s something to try:

WorldSettings->Lightmass->
DiffuseBoost 0
bUseAmbientOcclusion true
bGenerateAmbientOcclusionMaterialMask true
DirectIlluminationOcclusionFraction 0
IndirectIlluminationOcclusionFraction 0

Then use Stationary / Movable lights.

The DiffuseBoost 0 will remove indirect lighting from lightmaps - so they should be black. bGenerateAmbientOcclusionMaterialMask tells Lightmass you do want the AO accessible in materials. DirectIlluminationOcclusionFraction / IndirectIlluminationOcclusionFraction 0 says ‘dont apply the computed AO to lighting’

I haven’t tried this, but should do what you are describing, without messing with the settings that dynamic GI methods use (IndirectLightingScale on the light)