Need help with lighting/shadows for Vulkan/Oculus quest

I encountered a pretty annoying issue with lighting for Oculus Quest, which I struggle to solve.

I have a stationary spotlight in a room, and a static drawer with movable shelves (which are under one blueprint). When previewing the scene without vulkan it looks like this:

However, with vulkan preview, and in packaged game for oculus, it looks like this:

As you can see, the sheves are not receiving shadows from the bed, which is a static mesh.

My question is, is this expected behavior, or is it possible to fix this?

When doing a light bake, you should ensure that the resolution on the mesh is high enough for the light resolution. The UVs for the light map channel should be setup properly as well without overlapping channels.