Dynamic Light placed inside of a Dynamic Static Mesh doesn't pass through the geometry. The static mesh is not double-sided.
User Description:
It appears that in Unreal 4.16 one loses the ability to place movable light sources inside movable shadow-casting objects.
This unfortunately, breaks lighting for many scenarios: In one example case of mine, I have a spotlight inside a (shadow-casting) flashlight mesh. Both are moveable. The flashlight can no longer shine light in my game (worked fine in 4.15).
I could of course disable shadow-casting from the flashlight mesh, but the lack of shadows is very noticeable when placed on a surface like a table or the floor.
Results: In 4.16+ the light will no longer pass though single-sided geometry
Expected: For the light to pass though
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
How to achieve HLSL Multiple Render Target in Material blueprints?
An error occurred while trying to generate project files !?
Hey, why do i get this when i snap two similar meshes together?
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Graphics Features |
---|---|
Target Fix | 4.17 |
Fix Commit | 3503228 |
---|---|
Main Commit | 3511602 |
Created | Jun 2, 2017 |
---|---|
Resolved | Jun 21, 2017 |
Updated | Apr 27, 2018 |