runtime imported static mesh can't cast Shadows?

hello,
I used RuntimeStaticMeshImporter plugin import static mesh,and set the mesh to a already existing StaticMeshComponent,

these code is called on in BeginPlay function of BWMeshComponentsArrActor

TArray<UStaticMeshComponent*> aa;
this->GetComponents(aa);

for (int32 b = 0; b < aa.Num(); b++)
{
	UStaticMeshComponent* a = aa[b];

	FString RelFbxFileFullPath = TEXT("E:/UEProject/Resource/FbxFile/onlyfbx/DevonRexCat.fbx");

	FString ThisFbxFile = RelFbxFileFullPath;
	FSTMIFilePathData FbxPathStruct111;
	FbxPathStruct111.FilePath = ThisFbxFile;
	TArray<FSTMIObjectData> FbxDatas;
	URuntimeStaticMeshImporterBFL::LoadFbxFile(ThisFbxFile, FbxPathStruct111, FbxDatas);

	FString FbxName = FPaths::GetBaseFilename(ThisFbxFile);
	for (int32 i = 0; i < FbxDatas.Num(); i++)
	{
		UStaticMeshComponent* paddle1 = a;

		UProceduralMeshComponent* pMeshComponent;
		URuntimeStaticMeshImporterBFL::CreatePMCFromData(FbxDatas[i], pMeshComponent);
		URuntimeStaticMeshImporterBFL::PopulateStaticMeshFromPMC(pMeshComponent, paddle1);


		/*FString  MatInsResPath = TEXT("/Game/FreeBasicMaterial/Materials/Examples/MI_EasyDefault_Inst1.MI_EasyDefault_Inst1");
		UMaterialInstance* DynamicMaterial = (UMaterialInstance*)LoadObject<UMaterialInterface>(nullptr, *MatInsResPath);
		paddle1->SetMaterial(0, DynamicMaterial);*/


		FRotator NewRotation(0, 0, -90);
		paddle1->SetRelativeRotation(NewRotation);

		//paddle1->CastShadow = 1;
	}

}

the paddle1 is the already existing StaticMeshComponent, but the mesh can’t cast Shadow,like this

but if there ism’t material on the StaticMeshComponent, the mesh can cast Shadow