How to create a custom shadow for a mesh?

Id like to know how to setup a custom shadow for a mesh, lets say I have a sphere mesh but want a projected box shadow (even vice-versa would do). My main goal is to project a shadow for a mesh whose material is Surface domain, blend mode could be Translucent or alpha-composite, shading model is Lit (or it will not have shadow at all), the mesh format itself doesnt matter but I want it to project a shadow to all scene objects it should as a mesh with opaque material and this shadow has nothing to do with the mesh geometry. Im struggling for quite some time with this and only thing I got researching which should help is: this article , but Im without luck on getting response from the author about it or a simple project sample to look at. Even trying to reproduce the article I was not luck on making it work as intended.

actually I have said box and circles just as example… I really do need good and complex shadow shapes with little motion. I will check the doc above, thx for now!

Imagine a movie where you see a shadow crowling on the ground as if it is projected from above but you cant see looking at the sky what is casting it. The mesh shape is not important (it will be invisible) but the flat shadow projected is important! I hope I make more sense now :slight_smile:

If it’s a lot of different meshes or you even want the shadows to move, forget the link I sent <3

Why don’t you just use two mesh actors? Set one not to cast shadow, and the other one to cast hidden shadow and hidden ingame ?

Because the shadow is not a representation from the mesh geometry… it is something I want to draw with material… the mesh in this case anything (ie: cube) that will show any shadow I want to draw with material. The idea you suggest would perfectly work, but it is not what I need. thx for the suggestion thou.

something from the technique was used on that project (the flowers from the tree) but the project on the Marketplace does not reflect the article directly. I would like to have that stuff working as the article says, but I was unable to replicate it… and I have replicated stuff way more complex than that… I think the author had thought the reader would have certain pre-requisite knowledge that would make it clear enough, but I guess I dont have it :-/

After lots of adjustments, light function is the best way so far to produce the desired effects. I will publish the results at the forum as soon I finish the job.