Transforming levels with baked lighting using levelstreaming: corrupted lighting

I’ve run into an issue with lighting, level streaming and rotation.

I was hoping to procedurally generate an environment using level streaming, where I would stream in levels with baked lighted. I’m doing this in C++, using a method derived from the method Marc Audy showed in this thread (Loading Sub-Level multiple times, possible? - C++ - Epic Developer Community Forums). So far, this has seemed to work great for certain situations – the levels seem to accept translations just fine and maintain their proper lighting. However, rotating the levels causes problems – for simple materials (e.g: “BasicShapeMaterial”) I seem to be able to rotate them just fine, but more complex materials (e.g: “MtopDownSciFi” from the scifi texture pack) the rotation causes the lighting to break – but bizarrely, only the lighting on the walls seems to break – the floor and ceiling seems to keep it’s proper lighting.

Is the engine meant to support transforming streaming levels using a UStreamingLevel’s LevelTransform while maintaining proper lighting? If not, is there any work around? I’d really love to be able to use baked lighting on pre-fabricated chunks while still procedurally placing those chunks at run-time