Currently I have a pretty robust lighting system built using blueprint/postprocess materials as a very cheap way get ambient lighting in the environment exactly like you would with point lights. Everything is working exactly like I would want it to but I was wondering if it would be possible or if anyone knew of a way to get fake shadows calculated as well? Overall I’ve tried getting depth from the location to surrounding areas within the light radius but I believe I’m just doing it wrong.
I basically have an actor created that works exactly like a point light, light brightness/color/falloff etc… Post Process material gets the info from actor as well as location and renders it based on the light actors settings also taking into account world normals to only light faces that are facing towards the light actor. So I would basically need to get shadows from this actor exactly like you would get on a point light by enabling “cast shadows”
Any help would be greatly appreciated