After you set the lights to static, you need to actually build the lightning 
Building lightning will take some time depending on how many lights you have in your scene, quality settings, lightmap resolution of the meshes, …
So direct under the build lightning only button you can set the lightning quality (this makes no difference in game performance, so unless you want to build lightning fast to get a preview, you would choose production quality).
Next you should make sure that all not moving meshes are set to static (if they are set to movable then the lightning won’t be build for them) and further before you build lightning you should place “Lightmass Importance Volumes” in your level covering the areas the player can travel (inside those volumes you will have higher lightning quality, but placing them everywhere in your level will greatly increase lightning build times)
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And another thing is, all the meshes you want to build lightning for, need to have a seperate non overlapping lightmap UV-Channel (normally they will already have that).
For further info on static lightning you could read the doc: CPU Lightmass Global Illumination | Unreal Engine Documentation
and I find the learning videos from epic games very useful Unreal Online Learning - Unreal Engine in this case “Lightning Essential Concepts And Effects”. [HR][/HR]
From your image “Lights”, “Shadow Projection” and “Shadow Depths” take up around 26ms. Those are because you have many dynamic lights/ not build the static lightning (then even if you set it to static it will still be dynamic, cause it is not build).
Else you are slightly (48 MB) above your texture streaming pool size. You can change the size of the streaming pool via console using: r.streaming.PoolSize or set it inside of the “DefaultEngine” file, then you won’t have to set it via console every time you restart the editor. The default value is 1000 MB.
