Why can't I just paint lighting by region?

In Starcraft 2 (an engine from over 10 years ago) you could paint region A, then paint region B, then assign them separate, localized lighting, and even blend them together!

How do I assign light to a region in UE5?

I literally just want one region (area of the game world) to have one light type and another region to have another.

This is a pretty basic requirement for isometric games. It’s almost like you don’t want isometric game companies to use your engine.

Well the question is rather unclear as there are many different ways of assigning lighting solutions to a given area and even unique to individual objects in a given area.
On more complex levels you could make use of “Precomputed Lighting Scenarios”

Using lighting channels you can control what and how objects are lite.

Precomputed lighting scenarios don’t solve the problem as they’re not both existing simultaneously within the player’s view.

For example, imagine you’re looking top down at a game world. You’ve got one area in view that is dark, and one area in view that is light, both simultaneously in sight, without having to enter a postprocessvolume to see them.

So something like this?

If not please show an example.

Maybe I’m make the question to simple as you juts add lights to the areas you what to light and then set it’s type and let UE do the blending for you.