Is there a way to offset the density of shadows?

If your using pure dynamic lighting, and you basically have black shadows. Try chucking in a Sky Light into your scene this should brighten your shadows up. Make sure to untick “Cast Shadows” on the sky light, and you may have to adjust the sky distance threshold if your not using the standard skysphere.

Apologies if this may be a silly question, I’ve been trying to get used to UE4’s lighting. Shadows tend to end up as dark black most of the time, I’ve been through documentation repeatedly and checked out a lot of the UDK posts to find answers. I changed LM resolution, world settings (Environmental), diffuse boost, cascade settings etc. and nothing really seemed to work. I actually thought it was UV mapping at one point, which wasn’t the case at all.

Then I reversed engineered the Elemental demo, it looks like they use point lights to offset the density of shadows. Are my assumptions correct here? Also how come there isn’t some sort of variable / slider per bar to affect the density of shadows? (Like in Unity).

Thanks for the suggestion, it appears lightmass wasn’t bouncing (GI) correctly… This project I started in 4.0.2 and I upgraded, something wasn’t right. I had to start the project again in 4.1 which is a shame but at least I have some sort of correct shadowing…

I have to admit Lightmass has been a little un-predictable to work with. But you can always get around it by covering it’s issues up with objects or making the object moveable / using dynamic shadows in places.

I still think it would be a great idea to be able to manipulate the density of the shadows from a directional / point or area light.