Capsule Shadows with muti-part skeletal meshes

I’m excited abou the new capsule shadow function in UE 4.11, but I wonder how they work with combined skeletal meshes.

I have a character set up consisting of different skeletal meshes (body parts, pants, shirt, etc.). I combine them in my character blueprint using a “set master pose” node.

All parts use the same physics asset of the whole assembled body.

What would be the correct way of setting up the capsule shadows?

  • Enabling capsule direct and indirect shadows for all differet parts? This multiplies the shadow on the floor which looks unrealistic.
  • Only enable it for the body mesh? This gives dark shadows on the shirt (see screenshot)
  • I’m not sure if it’s correct to use the same physics asset (of the whole combined mesh) for all the different parts. Or would every part need its own physical asset?

Thanks,
Florian

https://dl.dropboxusercontent.com/u/9261365/2016-04-22%20at%2013-54-57.jpg

Hi Florian,

For something like this you should probably just create a physics asset for each skeletal mesh part separately. Then assign that Physics asset for capsule shadows to the individual skeletal mesh. Since this is just a physics asset for capsule shadows it will not affect the physics asset used for your characters collision.

-Tim