When enabling the option for Cast Shadow as Masked in the Material for a translucent object the shadow is no longer baked when building lighting. Using Stationary or Static Lighting will give the same result.
This is a regression of behavior in 4.10.4 where it was functional, and now no longer works in 4.11.0 and 4.12 Dev-Rendering.
Tested in:
4.10.4 - CL-2872498
4.11.0 - CL-2927265
4.12 Dev-Rendering - CL-2936247
ShadowAsMasked.png!
1. Open UE4
2. Setup basic material as Translucent with the Base Color and Opacity inputs used from the texture (AICON-Green from Engine Content Folder)
3. In the Material set the option for Cast Shadow as Masked
4. Appy Material to object in the scene with Stationary/static light
5. Build Lighting
Regression: Yes
Results: Shadow is not baked when using the flag in the material.
Expected: Masked shadow will be baked.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How to achieve HLSL Multiple Render Target in Material blueprints?
How does Character rotate in the current position in the blueprint?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.11 |
Target Fix | 4.11.2 |
Created | Apr 7, 2016 |
---|---|
Resolved | May 31, 2016 |
Updated | May 2, 2018 |