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Cast static shadows using a dynamic mesh.

When it comes to mobile, my skeletal meshes do not cast shadows for performance reason. Is the a way to tell the engine to use a static mesh (or primitive) as the shadow of the object.

I am thinking of implementing my own solution, but was curious if something is out there already. My solution would involve creating a lower resolution mesh, maybe even primitive, of my existing characters. I could then hide it in the game but still allow it to cast a shadow. Basically it would work similar to the collision detection system, where I add primitive shapes to cast shadows.

Product Version: UE 4.9
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asked Nov 05 '15 at 03:38 PM in Rendering

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mashumafi
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HI!

In UE 4.9 you can use Modulated Shadows for skeletal meshes in mobile.

https://answers.unrealengine.com/questions/325723/android-shadows-acting-strangely.html

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answered Nov 05 '15 at 04:16 PM

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svv3dUDN
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