No Self-shadowing on Static Mesh converted to blueprint

The single seat couch in the Realistic Rendering example casts a shadow onto itseff (self shadowing).

If I right-click the asset (SM_Couch_1seat) and select Asset Actions->‘Create Blueprint Using this’
then add that blueprint actor to the scene then everything is the same, exept that the couch has lost its self-shadowing.

How can I resolve this?