Custom shadow geometry for procedural mesh
How do I specify different geometry for shadow casting vs. rendering?
I'm using a modified version of the ProceduralMeshComponent from https://wiki.unrealengine.com/Procedural_Mesh_Generation to generate my meshes on the fly. I would like to specify different geometry for the visible and shadow-casting components. The procedural mesh class overrides GetDynamicMeshElements(), where I assume I have to do something different, but I'm not sure what. I see FStaticMeshSceneProxy has GetShadowMeshElement and seems to be doing this, but the logic is not clear to me.
asked Jun 20 '15 at 05:02 PM in C++ Programming
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