Planes not casting shadows

I have planes for cave walls but as you can see the shadows aren’t being baked properly. Before I baked the lighting the shadows worked.
I have changed all of the objects to have “cast shadow as 2 sided object” and have also set the material itself to two sided but haven’t gotten any results that work.

I can’t turn off global lighting altogether because there is an outside area that leads into the cave.

http://puu.sh/iaRcU/0b1caf4b13.jpg

Here’s an example of what they were like before I baked, the shadows sort of “worked”

http://puu.sh/iaRwX/3cfc506705.jpg

Hi Scarwoo,

Have a look at this guide on the wiki for lighting: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

This should help get your sorted. If you’re still having issues please let me know.

Tim

Thanks, I ended up resetting everything to default. Then following that wiki I went through each option it suggested until I got the right one.
I think I may have messed everything up by turning every option that sounded right on through slight frustration, but it’s working now.
So thanks.

Glad you got everything sorted. :slight_smile:

It turned out that this didn’t fix my problem in the end, After rebuilding the lighting the next day the problem returned. I figured out that the problem was to do with the lighting, I turned off “RayTraced Distance Field Shadows” and my shadows worked perfectly. I don’t know if it’s a bug but I thought I should mention it.

So you’re using dynamic lighting with distance fields?

If so, are you solely using distance fields enabled with Cascaded Shadow Map distance set to 0? If that’s the case enable some value there. It’s best to use a combination of the two to get the best results.

Also post a screen shot of your mesh distance fields view. (Viewport > Show > Visualize > Mesh Distnace Fields) This is best for troubleshooting any distance field issues.

Also let me know what your lighting mobility is set to for all your lights. If you’re using a combination of static/stationary/movable or just movable.

If you’re using just movable then you won’t need to worry about building lighting since there is no static shadows that will be baked to a lightmap.

In case anyone comes across this later, I’m pretty sure it’s the shadow bias on the plane. You should be able to change the bias multiplier in the static mesh settings for the plane itself but if you go too low you could encounter texturing artifacts on the plane itself.

The shadow bias tells the mesh how far from the surface the shadow should start (useful for thicker meshes so you’re not wasting lightmap space where the mesh is covering up anyway.