Could somebody please show me how to stop a first person arm from dropping its shadow on other primitives?
bSelfShadowOnly=true works well on UDK DirectX9, but does not work on UDK DirectX11 (this feature does not work with a skeletal mesh in UDK Editor as well).
Is there a way to stop a first person shooter arm from dropping its shadow on other primitives on UDK DirectX11? (I don't want to turn off "Cast Shadow", "Cast Dynamic/Static Shadow" on the fist person arm).
Code:
Begin Object Class=SkeletalMeshComponent Name=smc SkeletalMesh=SkeletalMesh'game_upk.colt45_2011' Animations=MeshSequenceA LightEnvironment=MyLightEnvironment CastShadow=true bCastDynamicShadow=true bSelfShadowOnly=true End Object
bSelfShadowOnly=true works well on UDK DirectX9, but does not work on UDK DirectX11 (this feature does not work with a skeletal mesh in UDK Editor as well).
Is there a way to stop a first person shooter arm from dropping its shadow on other primitives on UDK DirectX11? (I don't want to turn off "Cast Shadow", "Cast Dynamic/Static Shadow" on the fist person arm).
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