UE4 must have a tool which will build particular selected area only

No, not level streaming, that’s completely different.
What you want is to avoid rebuilding the lighting when you change an object, and you’re getting confused with building lighting vs. the camera image. When you render something in Maya for instance it only cares about what the camera sees and it has lighting rendering that work with that. But for games that doesn’t go fast enough so you have to find other ways of rendering high-quality lighting and it does that by baking the lighting to lightmaps beforehand. When you bake lighting what the camera sees is irrelevant to it building the lighting. When you change an object in the scene the lighting for that object and the things around it can be affected by many things and it can’t figure out what those things are until it does the lighting calculations.