I rebuilt it many times but it never works. Moveable light also doesn’t do anything. Only directional light works. Point light, spot light nad sky light havn’t any effect.(-> your suggestion for 2. doesn’t work -> maybe 2. and 3. caused by the same mistake)
Hmm, what happens when you increase the intensity of the light + add a colour to it + set it to moveable? -> can you see the light on one of the meshes?
Could it be that you probably use a black material on your mesh?
Which engine version do you use?
Could you share your map + your light setup -> easier for us to find the mistake
In my case it works perfectly → I added a skylight and it fixed the problem with the black shadows + I can also see the light that you have added…I have no idea what you are doing wrong
But when you like I can help you over skype → just add me there and I will call you so that you can share your screen
The 2nd point does occur normally, but the fix suggested should work. With Lightmass (baked lighting) GI is enabled, so the lighting system will calculate bounces around the scene, however moveable / dynamic lights do not support high-quality GI without a huge impact to performance, so with a single light alone shadows will appear solid black. You can circumvent this by using a skylight, but skylights don’t support isolated use cases (people say you can use the shadows generated by a skylight to isolate it to outdoors environments, never works for me) so you’re forced to either not use a skylight, use it with a low intensity and deal with the visibility indoors without light, or leave it at high intensity and have indoors be ultra bright. I use a directional light pointed down to soften ground shadows, but wall shadows and any shadow not along the ground / objects on the ground are still solid black.