----------------------------------------------------------------------------------------------------------------------
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
Updated Repro
RESULT
Cube B no longer receives preshadows from the static environment.
EXPECTED
Cube B Still receives Cube A's Shadow.
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Hey, why do i get this when i snap two similar meshes together?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-4083 in the post.