That is working as intended. Only “static lights” will bake onto “static geometry”. Note also that:
- any material on a static mesh that needs baked lighting must have the “used with static lighting” flag checked
- every mesh needs a sufficient Lightmap Resolution or the lighting on it will be super chunky
For low end and legacy projects, you will have like 95% static lights and a few strategically placed stationary or dynamic lights for character real-time shadows.
I am involved with multiple UE5 projects that use good old fashioned static lighting with Lumen turned off. It is perfectly viable. Any questions let me know.