Volume to cull baked lighting dictated by its bound?

Hi, a complete beginner here.

Is it possible to cull indirect lighting baked on static meshes? I’ve been playing with the post process volume trying to achieve the culling, but the volume only toggles on and off ALL baked lighting within the screen space, depending on whether the camera is in the volume.

So is there a volume in which its bound dictates which mesh receives the baked lighting, and is able to be toggled on and off in realtime? Or, is it possible to choose a mesh, and toggle its baked lighting with blueprint?