Per Light AOVs Like other offline Renderers

Per-Light AOVs / Light Groups in MRQ (Path Tracer)

We are creating a 3d animated film within unreal engine and found out the hard way that per-light (or AOVs are not properly supported in Movie Render Queue for the Path tracer. The per light AOVs render the scene again each time for each per light aov rendered. So if there 10 light aovs then we have 10x the render time. Which renders this feature completely unusable for any serious project.

Final comp needs surgical relighting (nudge key, tame fill, isolate rim) without re-lighting a shot. Today’s workaround—toggling light sets and re-rendering the scene per light—scales terribly: 10× render/IO overhead for 10 per-light AOVs

This feature would allow us to continue in Unreal Engine and Keep hero finals in UE instead of offloading to offline renderers just to regain per-light/LPE control.

Is there a roadmap item we can up-vote or follow?