We need a shadow cast system similar to the light cast system..
For example as it stands if you add a animated skeletal mesh to your map and set it to cast shadows and turn on the dynamiclightcomponent check box, the skeletal mesh will cast a low res real time shadow animated with the character based on the light thats effecting it. But the problem is that that shadow will flow through everything like xrays. So if you have the light pushing the shadow on the wall. if there are 50 walls behind him u will see his shadow all all 50 walls. with no way to block it
My advice to make this easy is have a shadow channel option. So that you can set a bsp wall surface or static mesh and either add it to that channel or not. Its something that really should be fixed.
Either add shadow channels or fix the darn shadow casting through everything
For example as it stands if you add a animated skeletal mesh to your map and set it to cast shadows and turn on the dynamiclightcomponent check box, the skeletal mesh will cast a low res real time shadow animated with the character based on the light thats effecting it. But the problem is that that shadow will flow through everything like xrays. So if you have the light pushing the shadow on the wall. if there are 50 walls behind him u will see his shadow all all 50 walls. with no way to block it
My advice to make this easy is have a shadow channel option. So that you can set a bsp wall surface or static mesh and either add it to that channel or not. Its something that really should be fixed.
Either add shadow channels or fix the darn shadow casting through everything
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