Hello everyone! Please tell me why in the child Mesh component of My Pawn I can enable or disable СastShadow via Details Tab, but I can’t do it via C++ code?
If you add this to the constructor (CDO), notice that once you go into your blueprint later on and go into the mesh component the cast shadow default behavior is set to false. If the bp has it true there will be a little revert to default arrow next to it that will set it to false.
Apparently, I explained it wrong. I have a player whose every body part is a separate mesh. I need to disable cast shadows not for the parent mesh, but only for one of child mesh. And it needs to be done not via a blueprint, but via C++.
Yes, it works correctly GetMesh()->CastShadow = false; is correct.
But it works for parent mesh only.