Inside the foliage tool, QA-Foliage-CullDistance has Static mobility so its shadows are baked into the shadowmaps and will always be rendered.
Changing the mobility to Movable, setting Cast Dynamic Shadow and rebuilding lighting restores the behavior
Watching GIF displayed in test case, the shadows disappear with the meshes.
Result: Procedural Foliage Instances are no longer visible but their shadows remain, no matter the distance
Expected: Shadows to disappear with mesh
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
What method is used to fill polygonal regions when drawing spline mesh at run time?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34988 in the post.
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Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 4.13 |
Created | Aug 20, 2016 |
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Resolved | Aug 22, 2016 |
Updated | Jul 14, 2021 |