Why is my Directional Light leaking with Dynamic objects?
I currently experimenting a bit with the lighting and it looks like directional lights are still leaking a lot. My main problem is similar to what I experienced during the beta : dynamic objects don't get proper shadows when behind static objects. In my screenshot below the lighting is baked. I used the meshes provides with the engine (EditorCube, EditorSphere) inside one the example project (Mobile) but on a custom map.
I tried to tweak the settings of the directional light like the shadow bias and the self shadowing setting but I didn't see any notable change in quality.
Below is a screenshot of my map. The spheres are set as "movable" objects. You can clearly see that only the sphere on the top reach the edge of the shadow, while the spheres below still receive some lighting even if they should be totally hidden.
I need some more information to understand what is going on in your scene.
Is the cube static or movable? Is the directional light static, stationary, or movable? Is the cube set to cast dynamic shadows or only static shadows?
answered May 16 '14 at 02:50 PM
I was able to repro and I created a TTP to investigate further / fix: TTP 335875 UE4: RENDERING: Static mesh shadow bias doesn't match dynamic mesh shadow bias
answered May 17 '14 at 01:04 AM
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