Description

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Build: 4.1.0-2057451
 
Description:
 
Movable meshes and blueprints set to cast no shadows cannot receive shadows from static meshes in stationary or static lighting.
 
Frequency:
 
3/3
 
Repro: [Reproduced Internally]
 
1. Open Editor (any project, blank level)
2. Create a box bsp (1000,1000, 200)
3. Create two static meshes (ArcadeEditorSphere used)
4. Create a point light (stationary)
5. Increase intensity and attenuation radius (intensity 20,000 and attenuation radius 16384)
6. Move the point light to rest above the box and on one side (see pictures)
7. Move one static mesh to be in front of the other, so that the shadow cast from the light falls on a portion of the second static mesh (see pictures)
8. Set second static mesh to movable, uncheck cast shadows, cast static shadows, cast dynamic shadows, and affect dynamic indirect lighting.
9. Build Lighting.
10. Set Point light to static, build lighting.
11. Set point light to movable, build lighting.
 
Results:
 
After building lighting, the movable mesh only receives shadows from the static mesh when the point light is set to movable.
 
Expected:
 
Movable mesh receives shadows from all three light settings.
 
 
URL: https://udn.unrealengine.com/questions/205748/how-to-set-a-component-receive-shadow-but-not-cast.html
 
 
Screenshot: YES
 

 

 

 

Steps to Reproduce

Updated Repro

  1. Open a blank project
  2. Add two basic cube meshes
  3. Position them such that one cube (Cube A) is casting a shadow on the other (Cube B)
  4. Set Cube B to movable and build lighting
  5. Once you confirm that Cube B is receiving Cube A's shadow uncheck "Cast Dynamic shadow" In Cube B

RESULT
Cube B no longer receives preshadows from the static environment.

EXPECTED
Cube B Still receives Cube A's Shadow.

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Backlogged
ComponentRendering
Affects Versions4.14.34.15.24.164.204.23
CreatedApr 30, 2014
ResolvedOct 1, 2015
UpdatedMar 27, 2019