Hi,
I just want to ask if it’s intended behaviour or maybe the feature wasn’t implemented yet.
So I read people commenting on the issue that tessellated materials don’t cast shadow when point lighted. The fix is to turn on ‘RayTraced DistanceField Shadows’ for the light. I did some testing and here are the results:
(point light is dynamic)
No Tess. + RTDFS off:
- Both skeletal and static mesh casts shadow.
Tessellation + RTDFS off:
- No shadow for skeletal and static meshes.
RTDFS on:
- All static meshes cast shadow. None of the skeletal meshes casts shadow.
The conclusion is, it seems there is no way of forcing tessellated skeletal to cast shadow. Or maybe I’m missing something? I’m using skeletal meshes for animated objects so it’s not really about the character but common props. It’s kind of weird I have to resign from using tessellation with point lights. Yeah, spot lights work normally!