Replacing static meshes "baked" into Landscape with blueprints

Hello, my team has bought a store asset of a Cyberpunk city. I am setting up the level for nighttime, so I want to add lights to every streetlight in it. However, the streetlights seem to be “baked” into the Landscape object, which seems to be a single object including the terrain, the city’s roads with the streetlights on it, etc.

The streetlight models exist in the content browser so I could easily make a blueprint from it and add lights, but since they seem to be baked into the landscape in the level, it seems like I can’t right click → replace static mesh with blueprints.

Is there any way to see the individual “contents” of the landscape so I can replace the streetlights’ static meshes? I’m new at UE and I couldn’t find any way to do this in selection or landscape mode, and I also couldn’t find any information online.

You cant do that either.
The engine has a maximum number of point lights you can add.

Something like

Would do the trick.

In essence, you make a replacement system that detects lights in a certain radious and swaps them out from static meshes to blueprints containing the light you need.
Always making sure you do not exceed a maximum of 3 point lights in close proximity, and whatever other parameters (like a total number of point lights).

Your resource is using terrain spline meshes under the terrain mode ->management ->Spine. You can delete the splines to remove these meshes, or try ActorMerge to fix all generated results before deleting them

It would help to have some more info like what the light post type is in the outliner. but more than likely it is in a pack level actor or level instance. they are in there own levels and can be edited by opening the sub level in the drawer or in UE 5.4 you can right click and click edit. everything will turn gray but that sub level and you can edit there.