(UE5.3.2) Set lighting channels on spawnable blueprint actors in sequencer

When adding a spawnable blueprint actor to the sequencer, we cannot control its lighting channels properly. As an example, we have been using skeletal meshes from a client, but then place them inside a blueprint so we can change their assigned materials without editing the existing SKM, or making duplicates that take up unnecessary file space in the project.

Say we enable Channel 2 on our SKM inside the spawned BP actor. After saving the sequence, scrubbing out of the shot, or re-opening it, the lighting channel has reset, and Channel 2 is disabled again. It stays on while in the scene, but turns off afterwards. It’s not persistent.

Is there a way around this? I know you can set the lighting channels with in the BP Actor itself, but then they are the same in every single shot. What if I want Channel 2 enabled for one shot, but not another? Do I need to make multiple blueprint actors of different lighting channel configurations? That would be very tedious and doesn’t align well with our existing pipeline. We just want per-shot control like we would with any other actor outside of a blueprint. The same control we already have with standalone spawnable SKMs.

Cheers.