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?