… How do I disable shadow casting on a mostly empty sprite emitter?
I’m spawning a bunch of particles that follow the actor with a custom material. the material is emissive.
The renderer on the Niagara Emitter does not seem to offer any shadow settings.
There must be a hidden option somewhere?
AND… it’s the distance field shadows that are the issue…
probably due to the contact shadows…
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Despite having tossed everything into a custom pass, I would still like to know of a way - any way- to prevent niagara GPU sprites from rendering a distance field shadow / contact shadow.
Particularly when all shadow casting options are disabled in all possible places and the object is transparent…
No, epic left this broken…
Hi @MostHost_LA,
Perhaps this is what you’re looking for?
These settings are located in the Niagara actor, not in the emitter settings. To easily set default values for your emitter, you may want to create a new blueprint actor with the Niagara system inside, and set your shadow settings there.
Could work for the other user, so thanks for sharing.
In my case, the emitter in .26 (or was it .24 at the time?) did not have these options at all. Maybe .27 would… ill try and check just out of curiosity.
Cost wise however, the custom pass ended up being cheaper, so I’m not sure I’d change stuff around… But if this works right maybe I can make a tutorial on proper foot print deformations that anyone can follow…