While copying or duplicating a static mesh with static mobility, mobility changes during gameplay

When I try to copy a static mesh that has its mobility set to static (via alt+click, or ctrl+d, or right-clicking for copy-paste), upon pasting it, it shows its mobility is set to static.

However, upon pushing simulation and entering gameplay, or while rendering a level sequence, the pasted static mesh’s mobility is set to movable, and unbelievably, is attached randomly to an animated object, in my case cars.

Occasionally it will work fine for a few copy-pastes where when game is running, objects will be static, then a few copy-pastes later and they’ll have movable mobility. The only blueprints are a level blueprint that changes visibility when objects enter a box trigger.

It does not matter where I copy paste any static mesh, in or outside these boxes, the result is the same…as it should be since there shouldn’t be any correlation. Any ideas? Strangest thing I’ve ever seen.

Also, I’ve had mixed success with deleting the material assigned to these static meshes and the copy-paste will seemingly work. Sometimes it’ll start working normally with mobility set to static during gameplay, others it’ll show static in the editor but will be movable during gameplay. It’s hit or miss. I’ve migrated the level into a new file, same results.

After a day of troubleshooting, it turns out that my static meshes were soft object references to an older animation sequence that I was no longer using. I only found this out after I added the static meshes to a level sequence, added track staticmeshcomponent0, mobility and set it to static. While hitting the play button in the sequence, it looks fine (static). While running the game, it would disappear and attach to an animated object, and upon ending the simulation, errors would pop up for each static mesh I added to the sequence and changed their mobility to static…this is where it showed me the soft object reference to the old animation sequence.

The bizarre thing is that I would bring in a static mesh from 3ds Max via datasmith or FBX, having no relation to the older animation sequence (or newer), but apparently they would automatically become soft object references to that old, unused animation sequence. Even just bringing in a UE cube would reference it. Also, objects that would behave normally (static mobility would remain static while in gameplay) that I would use to copy, their pasted copy would revert back to referencing the animation sequence eventually; sometimes it took 15 copies before it would happen, others on the first copy.

Deleting the unused, old animation sequence that was being used to reference solved this issue.