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?
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 —
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.
Here’s What to Check
- 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.
- Your Project Root May Be Misconfigured
- Check
DefaultGame.ini
,Engine.ini
, orGame.ini
in yourConfig
directory. - Look for any custom mount points or redirect paths that might still reference the
/home/username/A
structure.
- Content Directory Symlinks or Mounts
If your/home/username/B/...
path is mounted or symlinked, Unreal’sPackageNameToFilename()
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.
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:
Asset Optics on Fab