Honestly, I tried baking the lights with GPU Lightmass and then adding the lights afterward. By increasing the intensity of the light on the large screen, I no longer needed to add extra light in that area. In the end, I decided to go for a yellowish tint in the Post Process to enhance the look of a ruined, post-apocalyptic environment.
During this process, I was able to learn how to use GPU Lightmass to create realistic lighting and shadows (light baking) for static scenes and properly illuminate the environment. I also learned how to apply light color palettes according to the atmosphere.
The environment project link is:
https://www.unrealengine.com/marketplace/en-US/product/research-center-01