Cast a shadow with the object's collision shape and not the object itself?

I have a large collection of trees that will be viewed from far away, and I’d like to cast shadows with the greatly-simplified collision shape I generated in the static mesh editor instead of the object itself. Is there a way to do this without adding a shadow-blocking volume to each individual tree (because the collision shape is still a lot more complex than a cube)?

Hey heyx3 -

No shadowing is limited to the rendered objects and not just the calculated geometry. I would suggest looking into the Distance Field Ray Trace Shadowing though it might help you get a much more performant lighting environment for your trees.

Thank You

Eric Ketchum