Stationary point light specularity shape changes based on viewing angle

I’m having a weird problem in my level with stationary point lights that have a non-zero length.
To start, I have a doorway mesh with a sort of upright strip light/panel on either side. I have point lights placed against the mesh that blink on and off (hence why they’re set to stationary).

USUALLY, under most viewing conditions, the lights properly light the entire panel, making the whole thing glow and cast light/shadows. However, for some reason, if I view the mesh from certain angles, the specular reflection of the point light on the mesh changes back to a zero length pointlight.

Just shifting the camera slightly can cause this to happen. Any ideas how I fix this?
In case it helps, when viewing the scene in lighting complexity mode, the change in specularity is also accompanied by a weird pixelated effect that appears on other lights in the scene. Am I reaching some sort of light-complexity limit when the camera is viewing too many complex lights at once?

Any help is greatly appreciated!