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Point light not casting shadow from tesselated mesh in forward rendering

The problem is that Directional lights and Spot lights will cast a shadow from a tesselated object in forward rendering, but a point light will not. Shown here.

The spot and directional light correctly shadow and self shadow, the point light casts no shadow whatsoever. I have tried with static, stationary and moveable.

![alt text][1]

As shown here in the gif - the box on the left correctly casts a shadow onto the tesselated material, though the same box on the right with the tesselated material casts nothing. both the right square and the background mesh ahve the same material. also note that they dont self shadow either.

Any ideas? Im thinking this is a bug.

Cheers Swin [1]: /storage/temp/251399-shadowproblem.gif

Product Version: UE 4.20
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asked Aug 23 '18 at 07:40 PM in Bug Reports

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Swinny_
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Turns out enabling 'RayTraced DistanceField Shadows' did the trick!

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answered Aug 23 '18 at 09:18 PM

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Swinny_
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avatar image Taberu Jan 27 '19 at 09:01 PM

Hi! It's not really working for me. I'm setting everything as intended and there is still no shadow behind any of my tessellated materials.

Could you help me figure that out? To reproduce, create new project with 3rd person character, add point light and spot light. Change material of mannequin to "flat tessellation" and see the results. Directional light casts a shadow, same with the spot light. Only the point light doesn't do that. It's annoying. :(

Setting RayTraced Distance Field not working for me sadly. Any idea?

avatar image Taberu Jan 28 '19 at 08:35 AM

Yeah, actually, I'm talking about skeletal mesh. Static mesh has some weird shadow when RayTraced DistanceField Shadows is turned on, but it's working even with tessellation. Some tweaking would probably fix the weird shadow as well. The skeletal mesh doesn't have a shadow when covered with tessellated material. I think I'm going to ask a new question if it's intended behaviour.

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