Yes the landscape use static shadows. If I put the grass as a static mesh and not as a foliage on the landscape (with “Cast shadows”=off) the grass are darker in the shadows of the landscape (but if I light them with a spot light [which I attached on the player as a lamp], the static meshes get only lighten on the side which faces the sun, the other side keep dark even if I light them with my lamp)
I found this thread, it seems I’m not the first person with this problem
You said you were using a “direct” light did you mean directional light and if so what is it set to (Static, Stationary, or Movable)? Try Stationary and see if the shadows return. Also make sure you are building your lights.
in the half of the picture at the bottom you can see the border between shadow and no shadow (with brown color) (the sun is on low position and cast long shadows). the shadow of the cylinder doesn’t shadow the grass too.
This is a missing feature, translucency does not receive shadowing from a Stationary light in 4.2. In 4.3 (not out yet) there’s approximate shadowing for translucency from Stationary lights, but it might not be accurate enough for that case.
If you can afford to use Cascading Shadow Maps on the directional light, that will shadow the grass properly. To enable CSM, set the DynamicShadowDistanceStationaryLight to 2k or so.
I was able to fix it by clicking “Dynamic Indirect Lighting” inside Directional light. I turned ON and boom, it fixed the problem but later I turned it OFF and grass was still fixed :. So this switcher did something but I have no idea what happened. Is something broken?
Anyone could give me clue what is happening? Should I keep “Dynamic Indirect Lighting” on or off? What if recalculation of the lightmaps will cause the problem again?