Thank you Tim for the reply,
So I tested my scene using a stationary light with setting the Dynamic Shadow Distance StationaryLight to a fairly high value and placed one of the blueprints I extended out of c++ into the scene. I also placed a Lightmass Importance Volume into the scene and rebuilt lighting. Doing all this, now I the game does render static objects but dynamic objects that are spawned are still not being rendered with stationary light.
My main concern anyway is performance optimization since this will be a mobile game so I will probably stick to dynamic lighting without shadow casting for now. However, I still will need the light to cast shadows in the near future so would a low for Dynamic Shadow Distance be more optimal or as long as it’s above 0, it will just consume as much performance as if it is on the maximum setting?
Perhaps there is another alternative to achieving shadows with optimal performance?