Oh, that reminds me. Inside that function in Lighting.glsl, RenderLight() was using the input vertexWorldPosition rather than the argument "position".
RenderLight(lightIndex, material, materialInfo, vertexWorldPosition.xyz, normal, v, NdotV, f_diffuse, f_specular, renderprobes, ibldiffuse, iblspecular);
I thought it should use the argument 'position' seeing as it is passed to it but not sure... I don't know if it's something the user could end up editing in the UserFunction?