Poor quality shadows when using static lights?

Hi there, I’ve been looking around for a post with an answer to my particular problem but I haven’t found it. So, here’s the problem.

If I set my point light to Movable, it looks like this:

102068-screen+shot+2016-08-09+at+3.37.20+am.png

If I switch it to Static, which is what I intended originally, I get this:

102069-screen+shot+2016-08-09+at+3.36.01+am.png

How do I get the above result while using static lighting? Why is this happening? The wall is set to Static in both cases. I suppose I could just leave the light Movable but it seems wasteful.

Thanks!

Hi Ojcruz,

You need to increase your lightmap resolution. You can read more about this here: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

-Tim

is there anyway to connect you about my problem,sorry writing here

Hi Tim, thanks for the answer. I had actually already bumped it up a bit but I guess it needed to be much higher. I ended up having to bump the light map resolution up to 1024 to get a decent shadow. Being that it defaults to 64, is this common?

A large part of the resolution of the shadow that is baked depends on the layout of the mesh that is receiving the shadow. You can have a moderately sized wall that can get good shadows with a lower resolutions, but this solely depends on the layout of the lightmap UV. If the wall’s face that is receiving the shadow is small within this space you will need to use a higher resolution lightmap to get better quality than one where that face uses more of the lightmap’s UV space.

In otherwords, yes this is common depending on how you’ve set things up with your asset.

Oh, I understand. Thank you so much for the help and the explanations.