Lamp actor wont cast dynamic shadows

I have a blueprint actor with a StaticMesh (Movability: Static) as the root and SpotLight (Movability: Static) attached to it. I have bunch of skeletal mesh actors in my map. Yet, I can’t for the life of me get the SpotLight to show shadows on the skeletal mesh. When I add a regular spotlight actor in the map, it works, but not with my blueprint. I tried making a C++ class as base, copying anything that seemed relevant to possibly making the shadows work from ASpotLight and ALight, but nothing seems to work.

I pretty much have the default settings on my spotlight. SkeletalMesh has default settings, too. In the scene you can see the model in three occasions (one of the is just ASkeletalMeshActor), others are my own blueprint actors.

Also, characters wont cast shadows either.

I have tried switching to stationary lights, but then I have a problem with a lot of overlapping lights (I get the red cross). I am not sure if I should just reduce the amount of lights I have my levels significantly. Yet, not having dynamic shadows coming from the lamp blueprint is strange.

Here’s the scene with only the blueprint lamp. No shadows:

Here’s the scene with a regular aspotlight actor. Shadows visible:

Also, I know it’s probably not even possible. But is there a way to get some skeletal meshes to do static shadows instead? A lot my interactable machines don’t move and have very slight animations (the locks open, the closet doors open). I tried hacking bLightAsIfStatic and bCastStaticShadow to be 1 my interactable C++ code, but it didn’t work.

I could see the light building warning and I have a question: if you build the lights, does it cast any shadow?

Also, changing the spotlight to movable or stationary, does any difference?

It doesn’t cast shadows even if I build. The error is there only because I kept moving the ASpotLight actor before taking the screenshots.

I used to have all the lights as Movable, but I wanted to switch to Static ones to save FPS (my computor is not the newest). If I switch to Stationary I can see some shadows, at least until I package the game. But I get a lot of errors, because you can only have 4 overlapping stationary lights.

I seem to have been wrong about the shadows working when I used just ASpotLight actors. Even when I switched to a system where the lamp actor is just the mesh, the shadows worked for the spotlight only until I built lighting. Shadows would disappear every time after building lighting.

Only when I switch to Stationary lights the shadows start to work. That is until I put more lights into the map and the lighting build gets stuck at 100%.