Bit of a UE4 newbie here. The following steps result in unacceptably blocky shadows in 4.6 whereas in 4.5.1 they were smooth and beautiful IIRC:
- start new project from 3rd-person starter template
- in Project Settings / Rendering / Lighting, untick “Allow static lighting” checkbox
- in World Settings / Lightmass, tick “Force no precomputed lighting” checkbox
- in Build toolbar drop-down, set Lighting Quality to Production and click Build Lighting Only so that our “dynamic lighting only, no static lighting ever” paradigm is propagated
- in Scene Outliner, select DirectionalLightStationary and change Mobility to Movable
- add a Skylight
Hit Play and get this exceedingly ugly unacceptable rendering, notice the blocky wall shadows, the hardly perceptable player pawn shadow and unwanted light bleeding at the wall-ground intersection edges, all 3 most likely due to shadow map resolution:
https://dl.dropboxusercontent.com/u/136375/img/screens/unreal03.png
Now I know I can tweak some shadow map settings in DirectionalLightStationary Details but nothing gets rid of the jaggies, no matter what I set! So this seems to me some new bug I’m afraid…