When using a Direct Capsule Shadows on a skeletal mesh with a Stationary Point light, depending on the point lights placement, light source radius, and nearby surfaces will cast the shadow on the opposite surface.
Using a low (<10) Source Radius value makes it very evident. Using a value of 0 is much less noticeable but still there. Since source radius is used give a nice softness to the direct shadowing this can be problematic with these nearby lights.
Checked with:
Broken: 4.13.2 Binary CL-3172292
Broken: 4.14.1 Binary CL-3224400
Broken: 4.15 Dev-Rendering CL-3231252
1. Create a Shadow Physics Asset for your Character and assign it.
2. Add a Stationary Point light to your scene with walls on either side (like a hallway, is most evident)
3. Default settings work for the light, but using a source radius below 10 makes it more evident.
4. Build Lighting
5. Add your Skeletal Mesh to the scene near the light and enable Direct Capsule Shadows via the Details Panel.
6. drag the skeletal mesh around the light.
Regression: No
Results: The shadow is cast on the opposite side of the stationary light when using Direct Capsule Shadows enabled.
Head over to the existing Questions & Answers thread and let us know what's up.
4 |
Component | UE - Graphics Features |
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Affects Versions | 4.13, 4.14, 4.15 |
Target Fix | 4.17 |
Fix Commit | 3486884 |
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Main Commit | 3511602 |
Created | Dec 14, 2016 |
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Resolved | Jun 13, 2017 |
Updated | Apr 27, 2018 |