It’s half the size of BP_Sky_Sphere. A basic Sphere mesh with 15000 units of diameter.
Yes. Then I attach the directional light to the Sphere so I can rotate de sky and the Sun will keep its position relatively to the sky texture.
&stc=1In the Foliage Tab when you select one or more instances you have there, you’ll see a lot of settings related to that instance. In those settings, look for “Instance Settings” group and set “Mobility” to “Movable”. Than disable “Cast Static Shadow” and enable “Affect Distance Field Lighting”. This last one is necessary for Distance Field Shadows to work.
In the Post Process Volume details tab. You need to have a Post Process Volume in your scene.
&stc=1Distance Field Shadows options are right above Cascaded Shadow Maps in the directional properties:
&stc=1
You must activate Mesh Distance Field in your project to be able to use it though.
Edit->Project Settings->Rendering->Generate Mesh Distance Fields (you’ll need to restart the editor).
Static Shadows are default. They’ll be replaced by Distance Field Shadows as soon as you activate it.
That CPU is fine. The GPU depends on what you’re trying to do with UE4… If you are just learning and playing around with some tutorials, you should be fine. But it also depends on what you’re trying to learn. It certainly won’t handle large scenarios with lots of foliage or high res textures and lightmaps. You are the best person to tell if it’s enough really. If you’re struggling with slow viewports on your projects then it’s not enough