Baked GI and AO but real-time shadows?

When it comes to UE4 lighting i’m a complete noob so forgive me if this is a stupid question, but is it possible to have Baked (Pre-rendered) Global illumination and Ambient Occlusion but no baked shadows; If its possible i’m intending the shadows to be static (then why avoid baked shadows?) because i want the ability to drag and drop any static mesh without messing with light maps and UV’s (I’m a programmer not an artist) but still have the benefits of Global illumination and none artifact Ambient Occlusion.

GI(and and also the direct lighting) is also baked using the same UV layout for shadows so there is no way around it.

■■■■, thanks for your answer.