Recreating old-school lighting conditions

Okay, before I write this off completely, I have two other things to ask about.

One, how can I achieve the sort of lighting seen on dynamic actors in old-school shooters? Today they have shadows cast across them from light sources. They used to basically have the entire model turn the color of the lighting where they were at. I understand vertex lighting was thing, but were they doing that on dynamic actors in the 90’s? I think I read that the original Quake did something else, though I’m not sure about Quake 2 or UT.
Regarless, is there a way to acheive this sort of lighting on a dynamic model in UE4?

Two, shadows. I think I have seen settings to make lights not cast dynamic shadows, which is simple enough. (But if there is more to it than that, please let me know.) But how about projecting a shadow directly beneath an actor? Just a simple dark circle with faded edges. How can I set that up in UE4, and especially, how could I set that up for basically all of my actors?