Android Shadows Acting Strangely
Lights in my scene: Single Directional Light (Movable)
In the editor everything works as expected.
On Android devices (S5, S6 and Sony Xperia) I have a banana which drops from a tree but it's shadow incorrectly starts at the ground and goes up to the canopy (like the coordinate system for the shadows is inverted). The monkey which collects the banana doesn't cast a shadow for some reason.
I've tried creating physics assets for both the tree and the monkey (they're both skinned meshes). I'm using Moveable; though I'd rather set the light to Stationary (for performance reasons) but this makes all the shadows (on Android) disappear.
asked Oct 30 '15 at 12:27 PM in Using UE4
So I think my issue has been a combination of factors. Restarting in Mobile HDR doesn't seem to make me lose viewport ES2 shadows; but it does lose shadows on ES2 devices. It would be nice if the viewport settings were saved between sessions so you don't suddenly think viewport shadows are back (until you realise it's really just defaulted back to a D3D viewport)
Setting a project up as Mobile doesn't enable Cast Modulated Shadows (svv3dUDN thanks for pointing this out) nor does it enable the ES2 viewport. Whilst I'd done this on my own project; when comparing with a vanilla TP project; I also noticed I couldn't disable MobileHDR (every time I restarted UE4 - it was back on again). I'd be interested to know why shadows rely on HDR (just out of curiosity/not related to my Q - but I couldn't find any docs on it).
answered Nov 03 '15 at 04:46 PM
In UE 4.9 have new feature - Modulated Shadow, like in UE3/UDK. This is old stile shadows for movable object for mobile platform. In current implementation this features has same limitation like in UE3/UDK. Maybe you will need rebuild light, if shadow not appear after activating.
answered Oct 30 '15 at 02:27 PM
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