Okay, I found this solution by Editing material and add a “Lightmass replace” node for Emissive color.
Seems to work as expected for me to cancel emissive influence on GPU Lightmass lighting build.
There is a POC for example:
- empty level
- Static Plane
- Static Point light
- Static cube with the material above
Result WITHOUT “lightmass replace” node:
Result WITH 'lightmass replace" node: