Description

Different Load Orders affect Shadows on Foliage & HISM

Discovered during verification of [Link Removed]

Also created a Blueprint actor with a HISM and duplicated it three times and changed the mobility on the Mesh, the Static HISM mesh had broken shadows in the same project.

Steps to Reproduce
  1. Create a First Person Blueprint Template and Starter Content
  2. Create an empty sub level called FoliageLevel
  3. Select Foliage painting and click and drag the half pipe shape into the foliage painter
  4. Select Place in Current Level on the Foliage Painter and make Foliage Level the Current Level
  5. Paint foliage
  6. Create an empty sub level called LightingScenarioLevel
  7. Make LighingScenarioLevel the Current Level
  8. Click and drag a Directional Light into the level
  9. Modify the Directional light to create a distinct light profile from the Template default
  10. Right click the level and Lighting Scenario > Change to Lighting Scenario
  11. Open the Level Blueprint
  12. Create a 1 key press event, make it load LightingScenarioLevel and Visible after Load
  13. Create a 2 key press event, make it load FoliageLevel and Visible after Load
  14. Select Build from the Editor Level Toolbar
  15. Launch on to your Windows machine
  16. Press 1
  17. Press 2

Result:
Broken shadows, these broken shadows do not reproduce in the Editor's Play in Selected Viewport. Restarting the level and pressing 2 then 1 produces better looking foliage. Also reproduced in a Shipping Win64 package.

Expected:
Load order to not affect shadows on Foliage

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-71559 in the post.

5
Login to Vote

Fixed
Fix Commit6397283
Main Commit6397292
CreatedMar 14, 2019
ResolvedMay 9, 2019
UpdatedMay 26, 2019