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Why are my grouped sprites not independently lit?

I'm using the experimental "Grouped Sprites" component. I've set 400 to spawn at random locations in the construction script. There are 3 lights in the scene. My main character (flipbook sprite) can run around and receive lighting from the 3 lights as he enters the areas and exits. He is using the default lit sprite material so I have a normal map which produces the correct normal map lighting as he enters the lit areas. The 400 spawned sprite instances in the grouped sprite component however all share the same lit look. It doesn't matter where they are located. I've tried switching between static, stationary, and movable. Stationary and movable give normal lighting results but the effect is shared across all instances.

Edit - forgot to mention this is only happening on mobile. Everything appears fine in editor when played that way. Only when I launch to the oculus go and view within do I not get the correct lighting.

Product Version: UE 4.20
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asked Aug 21 '18 at 05:22 PM in Using UE4

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