Hi.
I created an enemy (KinematicBody) using primitive shapes (CSG and MeshInstances). One of them has emmisive material set. I disabled "use in baked light" for all shapes, placed the enemy on the scene, then I baked GIProbe. When I run the scene, the red tint/reflection is visible in the original position of the enemy in the scene (marked by box on the floor).


Baked red tint is also visible in the editor on the enemy itself:

I checked that the red tint comes from the enemy's eye:

I do not understand why this indirect light is baked. Is possible somehow to mark object/mesh as "dynamic" and exclude it from lightbaking? Is this a bug or intended behavior? The only one workaround I know is to replace enemies with enemy spawners, which will add them to the scene at the runtime.
Thanks.