How to bake-in ambient occlusion (AO) for all meshes?

If you’ve got a movable actor (not skeletal mesh) that is set to “light as if static” it will bake a lightmap for your asset so long as it has properly setup lightmaps with enough resolution to bake the information and look correct.

For skeletal meshes this will not work. I found a free convertible car model online to test this with. Not the greatest UVs, but decent enough to test with.

For something like VR, I’m not an expert or even really a beginner user with it, you may want to render out an AO map in your modeling application so that you can apply it via the material to get the results you need since you can’t really rely on using dynamic lighting to get the results needed.