I have tried everything to get just one single movable light to cast a shadow in my VR scene but it doesn’t work.
It works fine in VR preview under Vulkan android preview mode. It doesn’t work whatsoever in the packaged version of the game.
I have been troubleshooting now for over 5 hours. I have no idea what’s going on. I can bake shadows. I have been using both methods including GPULightmass basking with raytracing/ virtual textures/ virtual lightmap enabled and the bake looks fine but there are ZERO shadows.
Somehow in these bakes I get lights. So instead the whole scene is covered in shadow, but then the baked lights offset this so I can see where the light is hitting objects. However there’s absolutely no dynamic/ movable shadow being cast.
I can’t find the option to enable movable light support anymore, except for the spotlight one in project settings.
Where did it go?
any help would be greatly appreciated, thank you
Hey does anyone know? Does your movable light show shadows in your scene in a quest/ android build?
I think movable spot lights has been broken in VR since the release of Unreal 5 
Hey, so they seemed to work just fine in 5.4 but since 5.5 the option for supporting movable lights has been removed.
As you can see here:
Compared to 5.6:
We’re clearly missing some functionality and I can’t find any documentation or patch notes regarding this anywhere. Feels like I’m going crazy
I’ve just tested the 5.6 VR template as is with no changes (directional light is set to stationary) and there’s no shadows being cast by it. The only shadows that exist are baked.
Finally got my shadows.
So here’s what I ensured:
Goto Tools > Platforms > Device Profiles and goto Quest 3 (or your device). There’s a scalability option where you can add console commands. Add one and select sg.shadowquality and set it to 3. (you can test 2 but I’m using 3).
Also, ensure any lights you wish to cast dynamic shadows from are set to Stationary and NOT movable.
In those lights goto cascaded shadow maps and set the ‘Num Dynamic Shadow Cascades’ to 4. Set ‘Dynamic Shadow Distance Stationary Light’ to 8000.
Just incase it matters, I’m also using virtual shadow maps, have enabled virtual textures for mobile. I’m still using forward rendering.
I set the windows RHI to DirectX 12, Hardware raytracing to enabled and also enabled the GPU Lightmass plugin.
I baked my scene using GPU Lightmass and now have great looking lighting aswell as dynamic shadows that blend naturally with my scene based on the Directional Light being set to Stationary.
Does this work with stationary point lights? No idea yet.
Glad you find a solution, but I don’t know how you can cast Dynamic Shadows with Static lights, that does not make any sense. But hey if it work for you, excellent.