Making meshes "static" after procedural generation

I create most of my levels procedurally with a few blueprints.

I want to use the new ray-cast shadows (because the cascaded shadows are incredibly obvious and look horrible on my level) but they only work with “static” meshes.

When I create a mesh procedurally in the blueprint, with AddStaticMeshComponent, I don’t know if it’s static or not, or how to change this

Hey rodstone -

There is no way to make a mesh have a mobility of Static when it is spawned at runtime, or rather you can do it, but the meshes will always immediately put up a must rebuild lighting warning in the editor and your DFAO will not work as it is calculated during the light build which happens before cooking the level.

Thank You

Eric Ketchum