Destructible (apex) not casting shadows with dynamic lights

Hello Hello,

I work with Max4dmoon (I’m an engineer) and I’ve been looking into the shadow problem from my side.

I think I’ve figured out why the shadows sometimes dissolve somewhat randomly after a few seconds when the destructible is broken. We use stationary directional lights with a non-zero dynamic shadow distance. From what I understand, the destructible is rendered as a single skeletal mesh with a number of visible/unvisible bones for each chunk. Turns out that the simulation will sometimes take some of the chunks through the collision mesh, letting them fall into the void. The bounding box of the skeletal mesh then grows to the point where it will be taken beyond our dynamic shadow distance for the directional light. That’s when the shadow dissolves.

So it seems that we either need to prevent the chunks from falling through the collision, disable them if they fall beyond a certain distance or break the skeletal mesh into several meshes if the chunks fall too far from the origin of the originating mesh. Obviously that last solution seems to be the less trivial one.

Any recommandations?