Changes to the dressing
Added a bit more height to the ruin to anchor the power and presence of it across the scene.
I also did a very rough lighting adjustment to the map.
Light function
Created a light function to bridge the dynamic light with the artificial lights on placed on the floor and container walls. When it's daytime, the artificial lights are off and the night time they're back on. I had to make sure the presets each light had don't get affected when the time changes. Turns out it's easier than both of us thought.

Watch the magic
BTW, all I have to do is slap the light function onto any light, and it'll follow the logic.
Spline tool
Learned how to make this, still a bit finiky on the rotation but I'll figure that out later, for now I got it to how it should look. This can take variation of props.
Stacking tool
This broke my brain. It's still finiky with the gap setup, you'll still have to tweak controls to not get random gaps and spaws higher that z-0 for some reason.
See it in action:
Candle Spawner

Created a candle BP just like the Artificial lights
...but with more finiky results.

I found it to be a good reason to practice casting in BPs.
But it's so buggy and not working properly, I'll have to visit it after I'm done with other things....the list is stacking up!

I'm sure you can do it better than me, here is a course I followed and got inspired by
here
Hopefully I'll get a time to have a cinematic render, I've made a VFx for the runic symbols to light up once the character enters a room it's in or gets close to the tomb it's written on:
On to PCG for the trees in the background. I know I can use the foliage brush....but I'll keep the theme of the challenge entry and just learn technical things in UE. It's fun and frustrating, but I'm learning a lot, and boy is it going to affect future works so much.