Light from particle effects goes through static meshes

Just tested with the default blueprint particle effects such as fire, and the light from the particles goes through static meshes. I know my meshes aren’t configured wrong because I also tested it with a point light and that worked correctly.

Anyone have a fix, or does this need to be fixed in a future update?

Image: http://puu.sh/8W043.png

I turned up brightness of the lights so it can be more easily visualized in the pic btw.

Hi -

Can you give upload a screenshot of the scene with the viewmode setting set to Lighting Only?

Thanks

Eric Ketchum

http://puu.sh/8Y8Sx.png

lighting only, still goes through stuff.

Hi -

The Light module in Cascade is meant for quick dynamic like VFX, since it functions as a spawner of dynamic lights a lot of any one can cause massive performance hits in a game. For something like you are showing in your screenshots it would be a better practice to build a blueprint with your particle system without a light module then pair it in the blueprint with a single dynamic point light. The point light will respect the bounds of the meshes in your level and you can get the same look with much better performance from the game engine.

We can understand the want to do limited dynamically controlled lighting situation, like explosions, were the light could be controlled directly from Cascade and this is in the works, but I did not have an ETA for you on its implementation.

Thank You

Eric Ketchum