Stationary light goes through shadow casting static mesh & BSP

I have a test scene set up with stationary point lights. They are all behind a “wall” made of either a static mesh, or BSP, one simple additive and another “box” made of an additive and subtractive brush. In all of these cases I have set up a movable sphere mesh which is supposed to receive shadow from the “walls” mentioned earlier. The problem is that the stationary point lights light these objects as if they were in direct view with no obstructions in front of them. How can I fix this?