Is there a way to disable dynamic shadows on grass generated with the landscape grass material node. I can’t seem to find any boolean that allows me to configure shadows outside of static shadows. (I only want the grass to not cast shadows at all.) Am I missing something?
I want to have grass generated based on the landscape layer, but unfortunately, we don’t allow our grass to cast shadows and this limitation would stop me from using the system (Which works perfectly otherwise)
While I appreciate your answer, there doesn’t appear to be any shadow/lighting configuration in the landscape grass actor. If it was just a static mesh in the world/blueprint, this would be a non-isssue. I’ve also checked the static mesh editor for the grass itself, again no option.
A solution to this presented itself in 4.13. I don’t know if it was there all along, but in the static mesh editor, you can uncheck “casts shadows” and it was very clearly there in the new mesh editor.
I believe he’s referring to Landscape Grass Type, which can be set to auto populate to a landscape material. When you paint grass for instance, wherever that material is painted, foliage grass will appear. It’s a convenient way to place landscape grass, without having to use the foliage tool to paint down grass again over the same area - big time savings for large terrains.
I’m running into this problem as well. The static mesh that the Landscape Grass Type is associated with has Cast Shadow turned off, yet, shadows appear when the directional light has Cast Dynamic Shadows checked. It appears there’s no way to disable the grass generated this way to not cast shadows. Unless I’m missing something, but I’ve gone through every setting and can’t get them to turn off.
So, as of one of the more recent updates, they added a lot of stuff to the static mesh editor. I discovered you can set shadows based on LOD settings. I can also confirm that this totally works with landscape grass actors…
Using Procedural Landscape Editor - there are 100+ static mesh, which are all set to receive shadows - FPS drops unacceptably because procedural grass is writing to shadow depth mask thousands of times. Any way to remove “cast shadow” from a large number of mesh objects without going one by one?