Niagara flame not casting shadows

While what you’re trying should work… The reason I suggest not using particle lights is that it will be extremely expensive to spawn numerous shadowcasting lights in such a small area, when you are really just trying to represent a singular light source. Forget about using Niagara/particles to create the light, and just animate the one light to represent the fire.
You can create a blueprint to slightly wiggle the light intensity, and position. It will look more realistic, be better performing, and be easier to do.

Again, it is critical to increase the source radius of the light. Below is a comparison. Light from an open flame comes from a large surface area, and the shadow should be very soft as a result. The razor sharp shadows are very unrealistic - far worse than being static. You could also use a rect light for a similar effect.

Source radius 30


Source radius 0

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