Character mesh doesn't receive shadows from Static Meshes

Hi everyone.

As you can see in the image below, the player mesh doesn’t seem to get dynamic shadows from static objects using stationary lights. The mesh in front of the player is the same player blueprint but manually placed.

I’m using the First Person template for the example but this happens in Shooter Game and other projects as well.

I am using a simple point light, using a physics asset, surrounding the level with a light importance volume and also tried with the Character Indirect detail volume.

edit: I found that enabling cast shadows and cast dynamic shadows allows my mesh to receive shadows from static objects but this results in the mesh casting shadows (floating arms + casting shadows).

After reading how stationary lights work in the [documentation][2], it seems that I have to choose between floating arm shadows, no shadows in my first person mesh, or do a full body view so floating shadows are not a problem.

Each movable object creates two dynamic shadows from a stationary light: a shadow to handle the static world casting onto the object, and a shadow to handle the object casting onto the world.

Maybe it could be possible to expose the two sets individually as a setting in a future update?

Hey! Did you find a solution to this problem?

I didn’t. This is a problem related to the way Stationary lights work. As long as Epic doesn’t allow us to enable/disable the two sets of shadows casted from Stationary lights individually, this should persist.

At least it seems that way but it isn’t hard to hide. If I wasn’t looking for it, I wouldn’t have found it in Shooter Game.

Sorry, I don’t get the second part of the answer. I too found that in the Shooter Game example, the hands don’t cast a shadow, but only receive one.

So did you find your answer in the Shooter Game or no?

No. I didn’t.

Ok, so I might have the answer to your(our) problem. While looking at the Directional Light on the First Person example and comparing it to the Shooter Game example, I have found that you have to set a value for Dynamic Shadow Distance StationaryLight on your Directional Light source. Then your weapon should receive shadows.

Screens:

1 Like

Woah, thank you very much for this! You are a life saver!