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Deciding which shadows affect which objects

Hi everyone!

I’m working with invisible objects that do cast shadows, and I’m wondering whether it’s possible to have an static mesh cast shadows on some objects, but not on others. For example, I have a big building with many polygons, and I’ve created a low LOD of that same building that I want to cast shadows. The reason for this is that I want that invisible version of the building to be simple, so I can have it cast dynamic shadows without a big impact on performance, and have the other visible static meshes not cast shadows at all.

Do you know if this is a feature I can find in Unreal, or is there any other better approach to this problem that you might know?

And thanks beforehand for your time and attention!