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
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.