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Lights going through my static meshes

I am trying to light my level, it's a underground tunnel that has ceiling fans (that are spinning via blueprint). I want the scene to be dark and creepy. I am trying to light the scene with a directional light as a starting point, the directional light is casting light through my tunnel walls making the whole tunnel lit up. I just want it to cast light through the ceiling fan and end of the tunnel. All the static meshes are one-sided, if that's relevant. map lit-up

Ceiling Fan

Outside of Tunnel

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ceilingfan.jpg (92.0 kB)
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asked Dec 11 '14 at 07:18 AM in Rendering

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You just need to set "Cast Shadows As Two Sided" in your tunnel's StaticMeshActor properties, since your geometry has no backfaces to cast shadows.


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answered Dec 11 '14 at 09:03 AM

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avatar image Oblivion2500 Dec 12 '14 at 12:57 AM

Hi, that solve the issue for me, Thanks!

avatar image BenjvC Dec 30 '18 at 12:24 PM

I'm encountering a similar issue, hoping RomanL can shed some light (and cast the right shadows) on why Cast Shadows As Two-Sided isn't working for me. The bowl of fruit is one mesh, came from one scan with the table, but I sliced that mesh to work with the bowl of fruit separately. I tried closing the holes left in each, table and bowl, but that only worked on the table, not the bowl, some bad polys wouldn't close. I'm wondering if that's relevant, would think this being a surface mesh, not watertight or "light tight", that this is precisely where Cast Shadows As Two-Sided is appropriate. No? Thanks for your help. alt text

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