Static lighting and reflections in procedurally generated level

I’m trying to generate a level procedurally by creating each room as a separate map, baking static lighting and reflections within it, and then loading the rooms as level instances (I’m using 5.4). I’m running into two problems, however:

The first problem is that not always, but sometimes, the baked lighting doesn’t seem to load/display in the room. About half of the time everything looks totally correct, and the other half of the time everything is pitch black except in areas where I have dynamic lights (on rare occasions I’ve even seen some of the meshes have proper baked lighting and others not). This seems to happen randomly even when I fix the map generation to always place the same rooms in the same order. Due to the inconsistency, my best guess was that it was some sort of timing issue where Unreal was trying to process something with the lightmaps before the level was done loading, and I think I’ve confirmed this - if I set my level instances to block on load, the problem goes away, but now I have an unacceptable hitch every time I load a new room.

The second problem is that reflections break if I spawn a level instance with a rotation, as it seems that the reflection probes don’t account for the fact that they’ve been rotated. I can work around this by making multiple copies of the same room with different rotations, recapturing the reflections in each one, and spawning in the appropriate room, rather than just spawning the original room with a rotation, but obviously this isn’t an ideal solution.

Does anyone know how I might go about dealing with either of these issues? Thanks!

To better illustrate the issue with the lighting, I’m attaching a couple of screenshots of the issue, one showing what it looks like when the issue occurs and one showing when the level instance loads normally. Both screenshots were taken of the same room, spawned in the same position, on two different runs of the game. I did notice that, when playing in the editor, if I eject from the player and select a mesh that is missing lightmaps in the editor, the lightmaps for it suddenly load in, but there’s no way to fix the issue in a packaged game that I’m aware of.

For anyone who happens to run into this problem in the future, I found a fix: whenever a level loads in, I toggle the mobility of all static meshes to moveable and then right back to static and this seems to somehow trigger a refresh of the lightmaps and causes everything to load properly.