Only light using strongest light source?

This is for a cel-shaded game, apparently the technique is used in Wind Waker and it makes sense, usually in animation lighting’s effect is colored based on a single light source; if the character is standing right next to a lamp, the lighting reflects that lamp’s luminance, it doesn’t concern itself with the interplay of shadows from other relevant light sources.

I know UE4 cooks all lighting data into a single light map, and that can’t be worked around, but I’m wondering about what could be achieved with dynamic lights. Is it possible to (a) tell an object (pawn) not to receive lighting from the global light map, and (b) make in-game adjustments to which dynamic light sources do and don’t affect it?