# Backface shadow casting

**URL:** <https://forums.unrealengine.com/t/backface-shadow-casting/283224>\
**Category:** Rendering\
**Tags:** cast-shadow, unreal-engine, Lighting, question\
**Created:** [May 13, 2014, 1:55pm UTC](https://forums.unrealengine.com/t/backface-shadow-casting/283224 "2014-05-13T13:55:15Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Zombie](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zombie](https://forums.unrealengine.com/u/Zombie)\
**Post date:** [May 13, 2014, 1:55pm UTC](https://forums.unrealengine.com/t/backface-shadow-casting/283224/1 "2014-05-13T13:55:15Z")

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Hello,

I was wondering is there an option I can set on a mesh to allow backfaces to cast shadows?

Thanks,

Zombie

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**Author:** ![Jacky](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/jacky/32/918690_2.png) [@Jacky](https://forums.unrealengine.com/u/Jacky)\
**Post date:** [May 13, 2014, 2:01pm UTC](https://forums.unrealengine.com/t/backface-shadow-casting/283224/2 "2014-05-13T14:01:49Z")

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In your mesh’s properties enable **Cast Shadows As Two Sided** or enable **Two Sided** in your material properties.

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**Author:** ![Zombie](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Zombie](https://forums.unrealengine.com/u/Zombie)\
**Post date:** [May 13, 2014, 2:19pm UTC](https://forums.unrealengine.com/t/backface-shadow-casting/283224/3 "2014-05-13T14:19:39Z")

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Thank you very much. It’d be cool if this property was available to on the original mesh’s properties where you can set the collision etc, that way all instances get this property.

Thanks again!

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**Author:** ![Narg](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/narg/32/870597_2.png) [@Narg](https://forums.unrealengine.com/u/Narg)\
**Post date:** [September 27, 2017, 12:57am UTC](https://forums.unrealengine.com/t/backface-shadow-casting/283224/4 "2017-09-27T00:57:18Z")

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Just wanted to say that I agree, this should be possible to edit into every instance at once.
