No Dynamic Shadow casting from large Actor
I am in the process of creating a visual simulation of planetary rings and have encountered a problem. My project uses only dynamic lighting as all actors in the scene are movable and actually move. My directional light is also set to movable.
The main issue:
The planetoid static mesh actor does not cast any shadow. Neither close dynamic shadow map, far dynamic, nor distance field shadow.
What I tried:
So, what can I do for this big actor to cast it's shadows? I would like to keep the lighting and shadows dynamic as the whole system will move and static lighting does not really make sens to my eyes. If however there is a way to fake the user into belief, I will take suggestions.
Solved (but what is wrong here?)
The mesh is indeed the problem.
Here are it's settings:
What is wrong with it except the collision primitive (totally different for the starter content sphere)?
Here are the screenshots of my scene and the problem:
The asteroids have been set to not cast any far shadow. As you can see, the sphere does not cast any shadow on the black-ish monolith but the ring itself does (through the sphere).
The planetoid details and settings:
And the movable directional light details:
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