Is it possible to have a movable actor receive shadows from other actors?
The level only has the ground mesh, the directional light, the occluder (7 shape - 2 static meshes), the tall movable cube, and a small static cube for reference)
I simply want the movable actor to receive the shadow from the occluder while it's behind it.
Eventually I want to have a character running around from bright areas to shadowed areas and have shadows affect him.
If I set the light to Movable, the occluder no longer casts a shadow.
If I set the directional Cascaded Shadow Maps->Dynamic Shadow Distance StationaryLight to cover the area, the occluder no longer casts a shadow.
If I set the movable actor to "Light as if Static" it'll start with the correct shadow, but when it moves into the light, it doesn't change (keeps looking shadowed).
Ideally a solution would work for other lights as well, like point lights and spotlights.
asked Dec 03 '15 at 06:18 AM in Using UE4
There are a couple of things to check.
Looking at your image it looks like your scalability settings are not set to
So, with this, are you saying that if you set the Dynamic Shadow Distance Stationary to any value other than 0 the shadows stop working? If so, that's a pretty clear indication for Scalability settings. The reason being that A stationary dynamic light will bake a shadow for any static objects. If the Dynamic shadow distance is left at 0 it will only use the baked lighting. If you change this, anything within that range will be dynamic shadows.If the scalaibilty is set too low for the Shadow option this can cause shadows to disappear. Make sense?
This is to be expected. You're baking a light/shadow texture onto your movable object. Even moving it will keep the same lighting/shadowing baked into it.
Let me know what you find with the scalability. If it's persistent in this project, start a new blank project and see if the problem follows.
answered Dec 03 '15 at 09:31 PM
Tim Hobson ♦♦ STAFF
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