It should be noted that Static Mesh Actor BP’s that I drag into the level have shadows in editor view, but in PIE those dynamic shadows (pre lightmass) go away.
Dear Friends at Epic,
Hi there!
So being able to dynamically spawn static meshes is integral to my game, which includes a build in level-editor.
In UE3 I could easily spawn static meshes that would cast shadows properly.
In UE4, I can spawn static mesh actors from my BP and they have collision and all.
And in the EDITOR they have shadows, including casting shadows on each other.
But, in PIE, and in the independent game launch, when I try to spawn the static mesh actors they do not have shadows.
In the BP itself all shadow options are set to true.
Any idea how I can get spawned static mesh actors to cast dynamic shadows like they did in UE3 ?
I tried re-setting shadow casting after spawning the BP in C++ code
//shadow
newWall->StaticMeshComponent->SetCastShadow(true);
They cast shadows in the editor, but not in PIE
In PIE and in the Independent Game Launch (right click on project in file browser)
I can upload my extended Static Mesh actor and BP if you think that would help to figure this issue out.
Thanks for the help as always!
Rama
PS: to clarify, I am just spawning the BP static mesh actor in code, all properties are set on the BP in the editor, which casts shadows fine in editor view, but in PIE even the BP static mesh actor does not cast shadows without lighting being built.
but I need dynamic shadows to work, without lighting being built, as part of my core game mechanics.