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Why is my Directional Light leaking with Dynamic objects?

Hello,

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.

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asked Apr 15 '14 at 01:42 PM in Rendering

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Froyok
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avatar image Froyok May 08 '14 at 05:08 PM

Bumping this for visibility.

avatar image Raikoh May 16 '14 at 02:08 PM

I have the same issue, is it a bug ?

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2 answers: sort voted first

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?

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answered May 16 '14 at 02:50 PM

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senress STAFF
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avatar image Froyok May 16 '14 at 03:04 PM

Hi, here are the additional information :

-The sphere mobility is set as "movable", with Cast Shadow, Cast dynamic Shadows, Cast Static Shadows, Affect Dynamic Indirect Lighting enabled (all of them). Their scale is set to 0.1 if that matters.

-The cube has its mobility set as "static", with Cast Shadow, Cast dynamic Shadows, Cast Static Shadows, Affect Dynamic Indirect Lighting enabled (all of them).

-The directional light mobility is set as "Stationary" and is unique in the scene. Used as Atmosphere Sun Light, Affects World, Cast Shadows, Cast Static Shadows, Cast Dynamic Shadows are enabled.

I barely changed the settings other than the light color, I just created a new scene, dropped some default meshes and applied a white material (material with a constant in BaseColor). The scene contain a Lightmass Importance Volume and a Post Process Volume too.

This problem also affect Skeletal Meshes, even if they have a Physics Asset properly linked.

avatar image DanielW STAFF May 16 '14 at 09:29 PM

Yep that's definitely broken. Thanks for the simple repro case, we'll get it fixed.

avatar image senress STAFF May 20 '14 at 01:23 PM

Martin fixed it in this commit:

https://github.com/EpicGames/UnrealEngine/commit/578fa9f2a276e6510357226a074742906b1312ff

The fix will be in our next release.

avatar image Froyok May 21 '14 at 09:36 AM

Thanks the fix, I tried it in my own build and it worked ! :)

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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

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answered May 17 '14 at 01:04 AM

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