I’m fairly new to UE4 so I’m sure this is a basic issue but I’ve searched and found nothing that was easy to understand/worked.
I have a directional light in the sky, and I have an underground cave…
How can I stop the light from my directional light from bleeding through the walls of my caves? Do I have to put “earth” over top of my cave? Currently my world is very small, as I’m using it to learn, and it has a rock face with a cave entrance in it. Nothing to elaborate but I DO NOT have a landscape texture over the cave. Here is a screen shot.
Yeah the problem is that the back-faces of the cave mesh are facing outwards, and shadowing only occurs through front-faces. This is a pretty common workaround for that, since it’s cheap
As far as I am aware there is a switch in shadowmapping c++ file which controls the face culling, you could just turn it off and it would fix the light leaking but you would then likely see more shadow acne but it probably wouldn’t be such a big deal.
I have created empty level. Then I created a BSP box (Additive) and put another BSP box inside it (Subtractive) and put PointLight above boxes. I have a light inside the box. I want a complete darkness inside instead. Any advice?