Making foliage disable the shadow on the mesh but the shadow visible on the ground

so i want to make my foliage got no shadow on the mesh but the shadow visible on the ground, can someone help me please? :folded_hands:


Hi there,

The term you’re looking for is self-shadowing, and unfortunately no, Unreal does not have any way to directly disable this, due to the shadows being generated through shadow maps and a depth buffer.

However, a helpful worker at Epic does offer a workaround in this post, where you add just a little bit of emissive to your leaf material to help lighten the shadowed areas.

Best of luck with this!

**Hey @elwetritsche97

:white_check_mark: What’s Likely Happening

The crash you’re hitting:

LongPackageNameToFilename failed to convert...
Path does not map to any roots.

…is usually caused by UE trying to resolve a save path based on cached or misconfigured project root directories— especially on Linux where symlinks or environment variables may interfere.


:magnifying_glass_tilted_left: Here’s What to Check

  1. Default Save Directory Might Be Cached
    UE sometimes remembers the last “Save As” path across sessions via editor config files. If that directory no longer exists (/home/username/A in your case), it crashes.
  • Go to:
    ~/UnrealEngine/Engine/Saved/Config/Linux/EditorPerProjectUserSettings.ini
    and look for lines like:
[Directories]
LastBrowsePath=/home/username/A/...

→ Replace or delete anything that points to the non-existent path.


  1. Your Project Root May Be Misconfigured
  • Check DefaultGame.ini, Engine.ini, or Game.ini in your Config directory.
  • Look for any custom mount points or redirect paths that might still reference the /home/username/A structure.

  1. Content Directory Symlinks or Mounts
    If your /home/username/B/... path is mounted or symlinked, Unreal’s PackageNameToFilename() may fail to resolve it.

Make sure UE sees /home/username/B/... as part of a valid project content root. Sometimes it’s safest to use absolute, native paths with no symlinks for Content folders on Linux.


:light_bulb: Bonus Tip

When building large or modular projects — especially in custom Linux environments — it’s easy to lose track of which assets or maps need what fixes, config changes, or versioning.

I recently started tracking per-asset notes (like “check pathing issue on Linux” or “map save failed due to root mismatch”) directly inside the editor, synced to a lightweight web dashboard.

If you’re juggling lots of maps or a cross-platform setup, you might find this helpful too:
:link: Asset Optics on Fab