I’ve just checked out the first few screenshots…
Well those pixelated shadows do come from low resolution lightmaps! The size of those rectangular shaped shadows are the exact size of a unit you set to your object and give Unreal to work with!
…also you have z fighting too: your scene is not built up properly for Unreal…
Our issue still hasn’t been fixed at August 7, 2019
Edit: With Ray Tracing turned on, it’s hard to see, but our issue still persists in Unreal Engine 4.23.0 Preview 4.
But it is our issue and it still hasn’t got a permanent fix if those spots are caused by Z fighting, I could easily build my map over again if someone could just tell me how to do it right apart from hiding the problem. It could be another setting of me that’s wrong or entirely my way of adding and substracting, please tell me.
I don’t understand what permanent fix you’re waiting for… Unreal doesn’t have a bug or something: IT’S YOUR SETTING that causing the problem!!!
Z fighting means that you have overlapping faces and once one of the faces is visible and another time the other… to solve that you’ll need to build objects without duplicated polygons…
I don’t know anything about your settings so I can’t tell you what is your problem!
But I’m guessing that you’re having most of your meshes together (as 1 mesh) and not separated and you adjust a small (or even high) lightmap to it!
If there is not enough lightmap resolution to visualize the proper lighting information all you’ll have is blurry, low res inaccurate lighting build!
If you adjust a 4x4 pixel texture to a whole apartment floor all you’ll get is a blurry “nothing” right? Well the same thing is happening with lightmaps too!
I can also imagine that you have the default lightmass setting even with compressed lightmaps on which won’t give a clean result…
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I fixed our issue making all lights stationary, so now my character finally has a shadow and the spots are gone. still I don’t believe it was my lighting resolution, cause that was just scaling those shadow projectiles, while the source of the problem continues to persist.
I still don’t know how to solve our issue, but that’s fine, because I stepped over on using Unreal Engine 3 (UDK) for my project now.
I will still continue to read this post to be up to date to the newest solutions.
However you were talking about Z fighting, which is not relevant at all.
So thank you all for your attention and support, I hope to hear from you soon.