Large actor receives a pre-shadow and will cause an extreme performance

Hi!

I’m doing the designer of buildings from blocks of StaticMeshComponent.
When I perform “build all levels” I catch following messages:

Performance Warning Builder10 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false.

For avoid this I set mobility for all UStaticMeshComponent as EComponentMobility::Static, after this performance warning is disappears, but even after “build all levels” I see message when start play in editor: “Ligth need to be rebuild (75 units objects)”. 75 is amount of StaticMeshComponents.

Example of my code:

ABuildCreater::ABuildCreater(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
	PrimaryActorTick.bCanEverTick = false;
	static ConstructorHelpers::FObjectFinder<UStaticMesh> LevelWallAsset(TEXT("StaticMesh'/Game/Geometry/Meshes/Levels/3'"));
	LevelMesh = LevelWallAsset.Object;
}

void ABuildCreater::BeginPlay()
{
	Super::BeginPlay();	
	MakeBuild();
}


void ABuildCreater::OnConstruction(const FTransform & Transform)
{
	Super::OnConstruction(Transform);
	MakeBuild();
}


void ABuildCreater::MakeBuild()
{
	for (auto i = 0; i < LevelAmount; i++)
	{
		// not importatnd code for position of level

		BuildLevel(level_shift, FRotator(0.0f, r, 0.0f), level_scale);
	};

}


void ABuildCreater::BuildLevel(const FVector& location, const FRotator& rotator, const FVector& scale)
{
	auto LevelComponent = NewObject<USceneComponent>(this);
	LevelComponent->CreationMethod = EComponentCreationMethod::UserConstructionScript;
	LevelComponent->SetRelativeTransform(FTransform(rotator, location, scale));

	LevelComponent->AttachTo(RootComponent); 
	LevelComponent->RegisterComponent();

	CreateLevelPart(RootComponent, FTransform(rotator, location, scale), LevelMesh);	
}

void ABuildCreater::CreateLevelPart(USceneComponent* Level, FTransform tranform, UStaticMesh* LevelMesh)
{
	auto LevelPart = NewObject<UStaticMeshComponent>(this);
	
	LevelPart->CreationMethod = EComponentCreationMethod::UserConstructionScript;
	//LevelPart->bCastDynamicShadow = false;
	LevelPart->AttachTo(Level);
	LevelPart->SetStaticMesh(LevelMesh);	
	LevelPart->SetMobility(EComponentMobility::Static);
	LevelPart->SetRelativeTransform(tranform);
	LevelPart->RegisterComponent();
}