Streaming levels with offset

As the title suggests, I’m looking for a way to stream in a level at a specific location in the world. The reason I want generate a big level with pre-defined rooms.

I know that I could do this procedural using blueprints but I would like to keep my baked lighting intact. I don’t want to rely on dynamic lighting only.

So ideally, my workflow would be:

  1. Create a new level, call it Room01, build it anyway I like and bake lighting and reflections etc.
  2. Create a new level, call it Room02, also in the center of the world, and build it anyway I like and then bake the lighting.
  3. Create a main level, and randomly load one of those 2 rooms at a random location.

Yes sadly there is no none code solution for this one.
In unreal engine 3 it was possible because sub levels could hold their own lighting. In unreal engine 4 this is not possible anymore you have to store a lighting scenario for all of your active levels or render in real time what is probably the intended solution in a cases like this. The baked lighting calculation is sadly not flexible enough for this and would answer with our beloved message lighting needs to be rebuild. You could bake external with Houdini or other tools and create a custom shader that will handle your light maps its just gonna be not very flexible. I would love to hear about experience and solutions for this problem!