Correct, static and stationary are two completely different types of lighting.
If you want that you should be able to simply set “bCastShadows” = False. If you aren’t shadowing other objects and you aren’t shadowing yourself then you aren’t casting any shadows period.
Stationary should light your characters fine. What happens is when you rebuild lighting, it injects indirect lighting into the level’s indirect lighting cache. Your characters can sample this method either using ILCQ_Point (the default, faster) or ILCQ_Volume (more expensive but looks better with more sample directions).
The only difference with a stationary vs static directional light as far as your characters go is that the stationary light will cast dynamic shadows from other object onto your characters. With static light, the engine will use line checks to determine if the light hits.