Just updated to the launcher version 4.7.
I have one moveable dynamic directional light, in all preview modes (mobile included) shadows are cast as expected, but deploying and running on the device there are no shadows at all.
Things are working much smoother now in this release overall with mobile lighting, my lights finally actually light things! But no shadows on the device itself. iOS in this case.
Having issues now with mobile provisions making it impossible for me to launch to device so I will have to get back to you about this, hopefully it just works tomorrow sometime.
I have two movable (but don’t cast shadows) point lights in one of my blueprints, could that be causing issues? (These don’t actually work on mobile preview or device either btw). I can’t check right now, will need to wait until tomorrow
Unless I have your project in front of me it would be hard for me to give specific suggestions. Did you attempt to check the setting I mentioned within your Project Settings?
I think if you took some time to read over the ‘Mobile Development’ documentation you will get a better understanding on how to develop for mobile platforms, specifically with rendering.
Mobile Development Documentation
Aside from that, let me know what you end up discovering about your issue and if you have any other quesitons.
Yeah I have read through those docs. I’ll just start comparing piece by piece because nothing seems obviously wrong to me. I’ll update if I find the cause.
Still struggling with this and I’m starting to suspect there’s still issues in this release version when it comes to lighting and shadowing spawned static meshes in blueprints ( which is what I’m doing).
There is very little information on problems with blueprint spawned meshes and how lighting is affected. As I understand it movable meshes should work correctly with dynamic directional lights. Will keep investigating but it’s very frustrating
Do the two movable lights you mentioned you had in your Blueprints earlier still exist?
Also, do you have some reproducible steps or a project for me to test where this issue is occurring?
Keep in mind, if you spawn in an Instanced static mesh it will take on the properties of the parent, and if the parent blueprint has lights in it, then they will also bring the lights with them. Even if the lights do not cast shadows, they will still illuminate your objects within the radius of the light component.
Please let me know if you find out anymore information.
Ive tried with and without those movable lights in the scene with no luck. Those lights arent working either, they dont cast light on anything at all in mobile preview or device (cast shadows is disabled) but i can live with that for now.
Ill try and reproduce the steps in an example project when i have some time.
Hmm I can’t make them static as they are attached to something movable. I thought that only applied to casting shadows, not to actually illuminating other object that’s very limiting but thanks for clearing that up.
But even without those point lights the one directional light doesn’t behave properly on blueprint spawned geometry.
I will try replicate this in another project when I have some time. I’ve had to park this for now.