Feature request for better tool tip to indicate this lighting state has been entered with
The UI is somewhat confusing because it makes the two shadow techniques look like independent systems. They don't work like that, the CSM distance blend is a deferred pass and it cannot consider per-object properties. So it's best to think of it as a single discrete state, thus to work properly it requires shadow casters have the corresponding setup too.
If using a Stationary directional lighting with object that have disabled dynamic shadow casting will lose their statically cast shadows when the dynamic lighting is in range.
See attached image and video for clear example.
1. Open UE4
2. Place a mesh in the scene
3. Select the mesh and disable dynamic shadows
4. Select the directional light source and set the cascades distance (I used 1000 for closer proximity)
5. Build Lighting
6. Move closer and then further away from mesh to see result
When moving within range of the cascaded shadow maps distance the statically lit shadows will fade out if the option to disable dynamic shadows has been checked.
If the dynamic shadows has been disabled for any particular mesh this mesh should not receive any dynamic shadows and should not cull the view of the static baked shadows that are outside the distance range of the cascaded shadow maps.
Head over to the existing Questions & Answers thread and let us know what's up.