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 Shadows
enabled ; - My terrain ( a
Plane
so aStaticMeshActor
) has got theEvaluate World Position Offset
andVisible in Ray Tracing
options enabled ; - My Material has got the
Cast Ray Traced Shadows
option enabled as well ; - The cube you can see on the picture is also casting
Ray Tracing Shadows
and 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.