Description

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.

Steps to Reproduce
  1. Open a blank project
  2. In the default map make the directional light static
  3. Create an unlit material
  4. Duplicate the floor mesh and rotate it so that it would cast a shadow
  5. Apply unlit material and bake lighting

RESULT
The mesh will cast a shadow

EXPECTED
The mesh will no longer cast a shadow.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42995 in the post.

3
Login to Vote

Won't Fix
ComponentUE - Graphics Features
Affects Versions4.14.34.154.19
CreatedMar 16, 2017
ResolvedAug 18, 2021
UpdatedAug 18, 2021
View Jira Issue