Yes, there is directional lighting to the shadows. It uses the Indirect Lighting Cache. You can see the direction better on the character, but it also is showing up on the legs of the chair.
There’s 3 things to worry about.
You need to import the asset as a skeletal mesh, create the capsules in the physics asset, assign the physics asset for shadows on the mesh, and enable indirect capsule shadows on the places asset. This wont work well for assets that can’t be represented roughly as capsules, and you can be really rough and get good results. Each leg of the couch is it’s own capsule, and the body is about 6 capsules long was, 2 for the back, one of the corner, 3 for the base, and 2 on each end for the arms. From what I’ve noticed, getting the feet accurate and having the rest very rough works fine, I would try to keep it under 20 capsules max because it’s a bit tedious and using a lot more does not mean a lot better results.
You might get better results switching Indirect Lighting Cache on the asset to volume instead of point, but that seemed to flicker more for me. You can also enable direct capsule shadows to get an idea of how well its working and what the shadows look like more clearly.
Since this uses the Indirect Lighting Cache, and the lighting cache uses the light mass scale setting, turning the scale to .1 might make the cache not work well. I was using .5 and that worked fine.