I tried to follow this methods:
Separate lighting between streamed levels - Rendering - Unreal Engine Forums https://forums.unrealengine.com/development-discussion/rendering/116128-building-lighting-on-streaming-levels-need-help
But there is a bug in which the level loses all its data. This a pretty critical bug. You can see the bug report here (and I encourage you to vote for it) Unreal Engine Issues and Bug Tracker (UE-75254)
So I wonder what’s the official method to build lighting using level streaming since unhiding levels and building invalidates the data of all the hidden levels, and building the lighting of each level separately in their corresponding persistent level works, but it is automatically invalidated once you open the persistent level in which it is a sublevel