Self-Shadowing on LightProbe-lit objects

In Unity 4, objects lit by LightProbes were also able to receive real-time shadows from itself or other objects.
In Unity 5, however, enabling “UseLightProbes” on a renderer automatically disables all shadow-receiving features of the material.
Does anyone know how to work around this issue? Is this by design or should I file a bug report?

Still works for me in Unity 5. Are you using deferred rendering?

Only realtime lights do cast shadows on lightprobe-lit meshes and there is no thing like dual lightsmaps in Unity 5.
You’ll have to work around it with dublicated lightsources.