I have a blueprint actor with a StaticMesh (Movability: Static) as the root and SpotLight (Movability: Static) attached to it. I have bunch of skeletal mesh actors in my map. Yet, I can’t for the life of me get the SpotLight to show shadows on the skeletal mesh. When I add a regular spotlight actor in the map, it works, but not with my blueprint. I tried making a C++ class as base, copying anything that seemed relevant to possibly making the shadows work from ASpotLight and ALight, but nothing seems to work.
I pretty much have the default settings on my spotlight. SkeletalMesh has default settings, too. In the scene you can see the model in three occasions (one of the is just ASkeletalMeshActor), others are my own blueprint actors.
Also, characters wont cast shadows either.
I have tried switching to stationary lights, but then I have a problem with a lot of overlapping lights (I get the red cross). I am not sure if I should just reduce the amount of lights I have my levels significantly. Yet, not having dynamic shadows coming from the lamp blueprint is strange.
Here’s the scene with only the blueprint lamp. No shadows:
Here’s the scene with a regular aspotlight actor. Shadows visible:
Also, I know it’s probably not even possible. But is there a way to get some skeletal meshes to do static shadows instead? A lot my interactable machines don’t move and have very slight animations (the locks open, the closet doors open). I tried hacking bLightAsIfStatic and bCastStaticShadow to be 1 my interactable C++ code, but it didn’t work.