As in recieve or shadow them?
If you need them to cast shadows, use stationary not static and keep an eye on the 4 stationary light overlap limit, and in the light itself disable raytraced shadows in settings
If you just need them to recieve light, Unreal already has you covered. You may need to turn up volumetric lightmap density in world settings.
Tip: Light cost and bake time is based on source radius, not brightness, lower radius on small, low contribution lights to save fps, but, setting it too low will make it clip out at the edge.
Heres each raytracing feature’s cost/best settings in opinion on an rtx2060 from my experience.
Shadows from point/spot/rect/directionallight: Low, no settings need to be tweaked here, keep an eye on source radius here
Shadows from skylight: Currently broken. Use AO instead for the results your looking for.
Translucency: Currently mostly broken, reduce refraction rays to 1 and turn off refraction to get any use out of this.
Reflections: Medium, Only use 1 bounce 1 sample, with use reflection captures to hide the fact its 1 bounce (Set up your reflection captures without rtx temporarily, it makes a big difference in quality.)
Global illumination: Too high. Use at own risk of framerate.
Ambient occlusion: Medium-low, You will need to set samples to 4 to get rid of noise.