I don't know about UE4, but in UE3 with the UDK, I thought the point of "static" meshes was that they were never supposed to move. Maybe that has changed, but you may run into weird inconsistencies if there is anything in the engine code that depends on static meshes really being static.Listening to the 4.3 features stream, World Composition editor (top-down view to position individual maps into a streaming world) sounds sick.
Anyway, here's a weird question: does anybody know if it's possible to bake static lightmap shadows onto a static mesh object that will later move? It's a weird situation, I know, but I have some huge moving objects that I want to keep static self-shadows as they slide around to save some performance.
I've noticed that if a static mesh object/component's mobility is set to not movable it will receive static shadows, so I was thinking about trying to set mobility after Begin Play. Gotta dig into C++ to do that though, Blueprint doesn't allow it. Not a good sign for the feasibility of this, lol.
*edit* It sounds like Man has a good solution.