Spawn actor from class = Rebuild Lighting?

The problem I’m getting from this is having to rebuild lighting after spawning from class in the level blueprint.

I have a specific blueprint, which has mesh components that is spawned based on an overlap event on a trigger volume (with a “do once” node) by the player… but once the object spawns, it has no lighting information. The only way to get rid of the error is to turn shadows off for each component of the blueprint, but that’s hardly ideal and makes it look terrible. At the same time, I’m also destroying certain actors in the same area. Any ideas? Thanks!

Have you tried setting the mesh mobility property to movable instead of static (so to use dynamic lighting)?