I’m afraid that this is not possible without modifying Unreal’s rendering source code…
I’ve been digging into this for a few days now and it’s much more complex than it looks.
You can reach a very close result by using Lighting Channels. But not only it doesn’t support Virtual Shadow Maps, but in the end the result is still not 100%.
Delta Force managed to do this somehow… And they used Unreal 4.
I guess they changed the Unreal’s rendering code, but howwww!!!
If someone have any idea, please share!!