Hiding certain objects from being drawn on a camera or SceneCapture2D object

If a primitive is explicitly hidden for a view it will not cast a shadow. That can be overridden per-primitive such that they will cast a shadow even when hidden:


	/** 
	 *	If true, the primitive will cast shadows even if bHidden is true.
	 *	Controls whether the primitive should cast shadows when hidden.
	 *	This flag is only used if CastShadow is true.
	 */
	UPROPERTY(EditAnywhere, AdvancedDisplay, BlueprintReadOnly, Category=Lighting)
	uint32 bCastHiddenShadow:1;


See FPrimitiveSceneProxy::IsShadowCast for the code that decides whether a primitive casts a shadow or not.