Hi, I know you have capsule shadows for skeletal meshes in order to ground characters but I was wondering if there isn’t a super simple way to use this same tech for normal movable mesh actors?
Because it is AWESOME and would greatly improve arch viz projects that could suddenly have baked static lighting for the big stuff and the smaller stuff could all be movable to design your own spaces from furniture. Now it just looks wrong when you have movable stuff inside properly baked scene.
Left: Movable; Middle: Movable Skeletal Mesh with Capsule Shadows; Right: Baked Static Lighting
What I do now is I create a simple approximation of the shape with bones (especially the parts that touch ground of course) then I import that as a Skeletal Mesh Actor into Unreal and rearrange and rescale the capsules until it all fits well and I get rid of self shadowing. Lastly I use BP_PickupCube to have the object pickable and movable so I can move chairs, tables, books, vases.
I suppose this could’ve been made much easier though through having in in the Static Mesh Actor (which would be movable of course).
Do you think this would be possible to think about? So I don’t need a rig for all my chairs
Also I noticed there is some possibility of this with Mesh Distance Fields? Thing is that doesn’t work in VR if I am aware and it seems not to be worth it when there is a way to do this more easily. Also if I recall correctly your skylight must be movable and that just isn’t the case here.
Looking forward to your opinion. I love your engine and I have spent countless sleepless nights because of it. And I mean that in the best way possible.
Keep on being epicly unreal.