Dynamic lighting and stationary lights

hi there, english isnt my native language so sorry if anything
! i’m having large open worl environment with dinamic day\night cycle - there i’m having dfao+csm+rsm+lpv ( because engine crushes even using dfgi). Also using level streaming there. Like Tim Hobson said in lighting stream - if scene is lit fully dynamically to disable Allow Static lighting in project setting.
But i also have underground structures and dungeons that i need somehow to lit. I want to have dynamic shadows from the characters there, but not from the environment. So i thought of using stationary point\spotlights there.
The questions are

  1. If i’m disabling Allow static light in project settings, i am also losing the option of using baked shadows for stationary lights, because light\shadow maps are not being taken into account(generated?) by the engine after that and lighting isn’t being baked at all? How in this situation will stationary light work? Are they will be generating dynamic shadows when character ( dynamic object) in range, and when there isn’t any movable objects there won’t be any shadow?
  2. If i leave this option enabled, then how i need to go about environment on the surface that lit with movable light - or if something lit with dynamic light, engine will not bake info into maps?
  3. could i enable allow static lighting → bake maps ( in underground structures for example) → disable allow static lights, but dont check force no precomputed lighting so that my maps stay as they are, and then manually remove Light map UV on the objects. In this situation what will be with shadows on the landscape that was baked will they stay ? how i can go about it in this setup

Will be very grateful for any help