GPU Lightmass and Baked Lighting on Moveable Objects

In the days of CPU Lightmass, there was the option to force baked lighting on moveable objects, which was very handy for architectural walkthroughs since doors could look their best when closed and match the quality of lighting around them, but still be operational when needed.

Now, when I try to change a static mesh component’s Lightmap Type to “Force Surface” the editor ignores the request and sticks with “Default.” Is there any way around this? In particular, I’m creating the mesh component in the constructor of an Actor class and assigning the static mesh there.