Sure @boboman42 !
The concept is pretty simple and it’s fundamental for any programming language out there.
You have PROPERTIES and FUNCTIONS.
Properties are pieces of data used by your game. For example, your health can be a float parameter, a float is a decimal number like 0.0 .
There are other types of parameters, one of them is called boolean, or bool, and it can be true or false (1 or 0).
In this case “bHiddenShadow” is a property of the class UStaticMeshComponent, that means when you select your static mesh actor and go to the “Details” pannel, you’ll find that variable there. Enable it by clicking the checkbox!
Now, the actor knows it must keep its shadow on when the cube is hidden, but you have to hide it!
You have two options to achieve this:
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You can just modify another property called “bActorHiddenInGame”, and the actor will automatically be hidden when your game starts
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Script your event by using blueprint nodes (which are FUNCTIONS)
Here’s a great tutorial you can watch to begin with: Begin Play | Blueprints | Tutorial
And here’s a little tip for the future: when you see a variable starting with “b”, that’s a C++ convention to indicate a boolean parameter, but most of the time, due to engine customizations, that initial “b” is removed, so you’ll need to look for “Hidden Shadow” on the editor if you read “bHiddenShadow” around.
I hope this will be helpful and welcome to the community!