Hi everybody,
I previously [created a post here][1], but I have found where the problem comes from since then. However, I am still unable to correct this problem, and it turns out to be a whole lot different because the problem seems to come with the Raytracing.
So as I said in my previous post, I have a terrain which is generated from noise and then applied to a Plane through a Material with World Displacement. This seems to be working as I obtain the expected results shape-wise : I have a “mountain” looking landscape. I also use the NormalFromHeightmap material node, for my terrain to react correctly to light which, once again, seems to be working all fine.
Now the problem is that I can’t make the Ray Tracing Shadows work with my terrain. The picture below is when I deactivate the Cast Ray Tracing Shadows in the Light settings of my terrain.
And here it is if I activate the Cast Ray Tracing Shadows.
The shadows simply disappear when I chose the Raytracing as the casting method. I have no idea where this problem comes from as I have already checked all of the followings :
- My light ( DirectionalLight) has got theCast Ray Tracing Shadowsenabled ;
- My terrain ( a Planeso aStaticMeshActor) has got theEvaluate World Position OffsetandVisible in Ray Tracingoptions enabled ;
- My Material has got the Cast Ray Traced Shadowsoption enabled as well ;
- The cube you can see on the picture is also casting Ray Tracing Shadowsand it works perfectly with it ;
- The terrain, the light and the cube are all Movable ;
I am really at loss here. Shadows work properly without but nothing happens when Raytracing is enabled.
Does anybody have an idea ? Thank you very much in advance.

