I have an staticmeshactor, a house, with some torches in it, using point lights movables. All the illumination is dynamic. Works fine, the lights casts shadows correctly.
Then I replace the staticmeshactor by a custom actor, extended from actor.uc, with a staticmeshcomponent that is the same staticmesh used in the above example. The torches placed exactly in the same locations, all the variables related to lights and shadows the same, etc.
The lights are working in the same way with the rest of the walls, floors, etc. BUT, the pawns are being illuminated by lights through walls, The light only affects to the pawn, not to the static meshes placed in the same room.
Disabling the pawn light enviroment, the light don’t affect to the pawn… but the result is some ugly.
Placing a staticmeshactor with the same house model, in the same place that the custom actor, with hiddengame on, then works correctly.
I tried changing the custom actor properties, with tick, whitout, movable, etc.
So, I don’t know what is the difference between using a staticmeshactor and a custom actor using a staticmeshcomponent, if both has the same options for lights and shadows, and only affects to the pawns.
If the problem is the light enviroment, why is working in a different way with the two actors? Some idea to how fix this?