@alberto I never said unreal is the problem (I implied that I was surprised if this isn’t supported on native lights). I simply asked if you can use a visibility parameter/hidden in game to be able to have a light off in the level and be able to turn it back on in sequencer.
You say consider this problem is my workflow. This is actually a very common thing to do in the vfx industry (with software like katana).
Anyway, as I am not really getting anywhere on this post, I will post this on udn instead.