I am VERY new to unreal but I have used other game engines before. I am making a puzzle game with small 3d objects, the largest of which is 8 inches across. I thought I would do the “right”(?) thing by using real world dimensions to model these pieces in Blender and pull them over to Unreal. Their shapes look perfect, but their shadows:
- Have visibly jagged edges.
- Have some speckling.
- Flicker, sort of like CRT TV static.
Example:
My lighting setup:
- Default sky atmosphere, directional light, and sky light from the empty project template.
- Pieces are dynamic.
- Table is static (a scaled up primitive cube).
- I chose “mobile” project type, maybe relevant?
What I’ve tried:
- Setting lighting quality to production.
- Selecting the directional light and maxing out the shadow resolution slider.
- Scaling everything up 10x.