Casting shadows from geometry collections

I am using the fracture tools to demolish some assets in my scene but when I make a new geometry collection of the asset it stops casting shadows. It has cast shadows checked on and it receives shadows from other assets but i can’t find any setting to force these back on or why they are missing in the first place. any help gratefully recieved


this pic shows the original object casting a shadow and the ‘geometry collection’ version failing to do so from just one directional light

@Camerongilroy01
Is this a screenshot of inside the Editor, or while you’re playing the game?
It could be an issue of your shaders not being compiled. Which version of the engine are you using?
What other settings do you have enabled?
-Zen

Thanks for replying Zen - yes this is a screenshot from inside the editor.
I’m using UE 5.0.3. This is a visualization project, not a real time game and we don’t have any unusual settings that I can think of!

So we found a solution. The first thing I tried was replacing the directional light but that didn’t seem to work. Turning off ray traced shadows in project settings worked when testing in another level, but not in my main level. However it did make me realise there is a dynamic shadow distance setting on the direction light and increasing that on a new light seems to have fixed the problem. I think the original light was corrupted though

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