I was just testing out static lighting to see how it happens with my objects. Are you talking about making them “Stationary?” That is logically how I would do these, yes. My final conclusion is that this occurs when an area of faces that are mostly parallel with each other are marked with Sharp around their outer border (the blade and spike) forcing them to shade like Flat but with very small curvature. It seems to be an error in Unreal’s static lighting. I’ve tried changing the object in many variations and my only option is to use Sharp, since everything else made them look quite rounded.