unfortunately i’m sitting here for like 3 days trying to fix my problem.
Basicly i am working on this game right now, and it involves modular level.
For that my wall-meshes needs to be set to “moveable” so the dynamic lighting takes over.
As for my mesh i use a simple plane, created in cinema4d. This i exported to ue4.
Now when i place the meshes in a straight line (everything is perfectly flush),
i still have light “bleeding” through the connected walls.
Also the shadow doesnt seem to start at the bottom of the wall. There is a bright line.
I even put the walls inside the ground, but that doesnt change anything.
Things that i already tried/did:
read forums
searched google
put light map res to rediculous values
set mesh/material to 2-sided
This all results in either me not having shadow at all.
Or the pictures that i attached
any help would be highly appreciated
PS: sorry for bad english, not my mothers tongue.
It seems that default shadow resolution is too low for movable flat modular assets, so you may try to increase it with console variables r.Shadow.MinResolution 2048 and r.Shadow.MaxResolution 2048 (lightmaps resolution doesn’t affect dynamic shadows). It’s not good for performance, but I don’t know better solution for your problem
I am not using c++ to place these meshes.
Currently i got a little function in my level-blueprint that places the walls.
Where would i do that in a blueprint? Or can i do these settings in the mesh-properties?
Thats another funny thing, even if i use the standard primitives (2 boxes) from ue4, i get a slight gap between the shadows, although they are perfectly aligned.
This bright line at the bottom disapears, but yeah having 2 separate shadows aint really looking that pretty.