The "CastShadow" option on primitive component has a tooltip that says "This flag is ignored (no shadows will be generated) if all materials on this component have an Unlit shading model."
This isn't true though, what happens is it will adopt the behavior of what that setting was prior to adding the unlit material. The option will be grayed out however, the mesh will still cast a shadow.
The unlit material will also influence indirect lighting if it is currently casting shadows. It will stop if you remove the material uncheck "Cast Shadows" then reapply and bake lighting.
RESULT
The mesh will cast a shadow
EXPECTED
The mesh will no longer cast a shadow.
UE-74991 also affects Valve Index
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
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
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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-42995 in the post.
3 |
Component | UE - Graphics Features |
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Affects Versions | 4.14.3, 4.15, 4.19 |
Created | Mar 16, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |