The Lumen workflow has several issues. One such an issue is having spots in the scene that, when looked at, make the screen become pure black.

Lumen indoor scene goes completely dark if lights are off-screen - Development / Rendering - Epic Developer Community Forums (unrealengine.com)

And on the road to tackle this issue, one encounters two additional issues.

In a real and finished game, the only viable solution with lumen as it is implemented in 5.0 - 5.4 is: getting rid of it for the final build. relying on traditional lightbaking. This is the only way to a) get a high quality result b) solve all this weird real-time-calculation bugs c) improve perfomance d) improve visuals for lower hardware

If light baking is not a valid option (e.g. technical limitations, highly dynamic environment,….) the only good option to prevent blind spots is a compromise: