Im making an isometric game, and the floor is clipping my building sprites:
This is just an example, to understand what happens sometimes, though here the solution would be easy just pull the sprites up:
You get the idea. Sometimes to make sprites on the foreground of my character i need to send them in the Y, but then what happens is that the sprites get clipped by the floor.
So i want to just hide the floor, but keep the shadows there.
I can then add a floor sprites, but that would not come with the unreal dynamic shadows (that are awesome).
So is there a way to hide the floor, or a mesh but keep its shadows being rendereD?
Well for hiding just the floor you’d want to use a component that switches the visibility or material of the floor, pretty easy to setup, I believe there is a setting in the material or possibly the object that will cause it to cast a shadow regardless. You could also look into baking the Shadow
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That is the Hidden Shadow. That only works for the mesh that is casting.
In this case im trying to hide the floor, that if hidden it also hides the shadows cast into it.
I’d like to hide the floor, yet still see the shadows of the characters and everything.
It seems the only way to do this is to actually make some fake shadows as sprites, which is really bad.
Gotcha I thought you meant like you want the invisible floor to cast a shadow. I would think that if you toggle the visibility or assigned an “invisible” material to the floor the shadows cast onto it would go away by default. Is the issue they’re still casting down onto a lower level or something and it looks odd?
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its because im making an isometric game. And in isometric games, the floor clips the sprites.
So by removing the floor you spare yourself from all these issues.
But removing the floor also removes the shadows.
My project is also isometric, perhaps I’m not quite understanding what your trying to accomplish, an illustration on your screens or reference may help, being that your buildings/environment are using sprites, may be that you need to change the order in witch they’re stacked on each other? My environments are 3D so I can’t say I’ve encountered the exact issue.
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