Weird Rounded LowPoly Shadows

Hello everyone,
I’m 2 days into Unreal Engine so you can tell i am pretty new to everything, i did the tutorials and watched alot of videos. I was taking the first person template and deleting the map out of it. I then created a wall and a wall detail with BSP, afterwards i converted it into static meshes. My Problem: Weird shadows as in the following picture

Were cast. I built the lighting already but i couldn’t figure out whats the problem. (editor is also set to production).
Any help would be greatly appreciated! :slight_smile:
*Edit i just discovered that i could walk through these walls?
Where do i change this.

You can select floor mesh, find option Override Lightmap resolution, and set it to 128 for example. this will give good resolution for shadow.

Or you can select directional light, and enable cascaded shadow maps in it. this will enable dynamic shadows on specified distance

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When i do so it makes the material go really weird too.

With floor mesh, you meant the plane? ok i did so and increased the shadow res of the plane only and it creates this weird rounded half correct shadows

Its lightmap. It will be simplified with low resolution. You can set it to 1024 or 2048, but then its memory cost will be increased dramatically.

Better enable Cascaded shadow maps

I found the fix myself. The wrong UV-Map was selected and collision deactivated, as usual with BSP objects apparently. Increasing shadow maps will increase accuracy of shadows too. And use cascade lightning. Good video on this for everyone having problems: UE4 Tutorial: Convert BSP to Static Mesh - YouTube

i found out what it was, thanks for your help anyways :slight_smile: !