The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add:
.UseSingleSampleShadowFromStationaryLights(Proxy->UseSingleSampleShadowFromStationaryLights()) .UseSingleSampleShadowFromStationaryLights(Proxy->UseSingleSampleShadowFromStationaryLights())
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5. Set sphere to use single sample shadow from stationary lighting
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6. build lighting
Observe (prior to fix) that the sphere does not appear to be shadowed. And after, it works as expected.
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to display ue4 coordinate axis labels at runtime?
How is the screen axis made in ue4?
How do you call the 3D Axes in edit mode at runtime?
Installer 4.10 failed with error code R-1603
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-160108 in the post.