Instanced Static Mesh Component Broken Direct Lighting?

I am having and issue where my** instanced static mesh components** won’t receive direct light from stationary lights once lighting is baked. The problem seems to be specifically if the parent actor is outside the light’s radius, even thought the component meshes are well within the lights influence. If I turn off shadow casting, the lighting works fine again. Indirect light seems to bake properly as well, it is just the direct lighting that breaks. Does anyone have any ideas on this? Is there some way to force the bounds of the parent actor to include the instanced meshes?

before bake:


Post Bake:


If it is definitely the bounds issue then you can use the bounds multiplier on the actor to extend it.