I'm working on a lot of maps at the same time, and I've got a big problem I can't solve by myself .
I have a big fan rotating within a round room. The sunlight (a moveable spotlight in dynamic lighting) cast shadow trough the fan. The shadows are made in real-time.
My problem is : the shadows could be seen UNDER THE FAN (green arrow) and ON A BSP PLANE (orange square) where it shouldn't be displayed.
Anyone has a tip to "occlude" the real-time shadowing? to disable the RT shadows on BSP and static meshes?
I'm also french, so I speak with frogglish. Merci de votre aide!
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[Knowlage is power]Sinéad, for the first time, life is gonna turn around...
Thanks for replying, but I can't find where it was posted here. It's not very important, but the shadowing effect is so cool, I don't want to get rid of it.
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[Knowlage is power]Sinéad, for the first time, life is gonna turn around...
I'm at work now so by instinct I would check your BSP surface & your SM properties, in your lighting channel properties & disable cast dynamic shadows or something similar.
I know Odedge had an issue of shadows displaying beneath the flags in his Greed-Hidrotik map. Since flags generate real-time shadows on all surrounding actor it may be the same settings to disable.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I'm at work now so by instinct I would check your BSP surface & your SM properties, in your lighting channel properties & disable cast dynamic shadows or something similar.
On BSP, you can disable dynamic lighting in the surface properties. For SM, you want to check in the Collision section for the light channels.
I know Odedge had an issue of shadows displaying beneath the flags in his Greed-Hidrotik map. Since flags generate real-time shadows on all surrounding actor it may be the same settings to disable.
I don't recall that, but I do remember my flags in the greed version shot sparks through the BSP. Fixed it by creating my own emitter.
Yes, but the shadow drops on every surface inside the cone angle of the spotlight. Also when the shadow hit a BSP surface, it "leak" on his surface, whatever his size (like on the corridor, it can stretch along it).
2011 : I discover the lighting sucks in Unreal engine 3 .
Thank you all for your answers, UOF is a small and surprisingly active forum .
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[Knowlage is power]Sinéad, for the first time, life is gonna turn around...
Sorry to read it doesn't work after all your attempts
Still, I can understand you because I also had to deal with stuff that doesn't work as it should many time. Therefore, if you can finish the map & live with it, that' great
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
if I remember well, there is an option called "shadow distance" on the "dynamic light environement" properties. try to adjust this value so the bsp part you want are not inside the shadow projection range.