When importing destrucitble APB asset files from PhysX Labs there is no visible shadow cast for these meshes. The same is not true for a destructible created in UE4. These are using the default settings for the lights, with exception of possibly changing to dynamic only.
I tested this back to 4.0 and noticed the same behavior there as well.
Attached: image for comparison and PXL created asset.
1. Create a basic fracture asset in PhysX Labs or use the attached example
2. Open UE4
3. Import PXL asset
4. Place in scene with stationary or dynamic lighting
Expected: The imported asset from PXL will cast a shadow with default settings.
Results: Imported APB assets from PXL do not cast a shadow. When compared to a fracture mesh generated (using the same settings as PXL) will result in different results. The fracture mesh in UE4 will cast a shadow.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How to delete some elements correctly when deleting an array loop?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
Head over to the existing Questions & Answers thread and let us know what's up.