Ray Traced Distance Field Soft Shadows and Instanced Static Meshes
First off, props for adding Ray Traced Distance Field Soft Shadows to UE 4.5 - it massively improves the visual appearance of our game!
That said, it appears to not properly handle Instanced Static Mesh components.
I've done some testing and found that if, in the editor, I add an Instanced Static Mesh component and give it some transforms, those render correctly with correct shadows.
Our game (a top-down strategy game), however, adds transforms to an Instanced Static Mesh component at runtime (by calling AddInstanceWorldSpace). Those meshes are rendered at the correct location - but the Ray Traced Distance Field Soft Shadows are all drawn at the origin.
I've just tried reregistering the Instanced Static Mesh component after adding instances to see if that solved the issue - but it doesn't.
Is this a bug in the engine - or am I doing something wrong?
It works fine with Cascaded Shadow Maps - but they don't look nearly as nice! :)
asked Oct 15 '14 at 07:58 PM in Rendering
Distance field lighting support was added for instanced static meshes just 2 days ago. Here's the commit: https://github.com/EpicGames/UnrealEngine/commit/891d02089af42cd04356b129fb6c95ede624bdd8
I haven't tried it yet, but maybe this solves the issues with instanced static meshes?
answered Dec 03 '14 at 04:35 PM
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