Already tried that: you can’t. Set Mobility is the only mobility node, and it is only is callable in the construction script and only works on static mesh actors. And even if it did work, where is the static shadowmap going to come from when the object was created at runtime?
HOWEVER: Rama’s Blueprint Library does have a set mobility node, and it works. But it suffers from the problem above: where does the static shadowmap come from? Plus, when you change a component to static or stationary, it can no longer move (& causes warnings), so in order to move an object, you need to set it to movable first.
Once again, the main topic has already solved, so that’s not the problem anymore. It’s the biasing on the shadows; he needs them to match unreal’s shadowmaps.