Hello, How would you setup a quest 3 movable shadows project settings.
What i found out the the movable shadow work only with mobile hdr enabled, but the visual and the light is just poor. Is there a way to have movable shadow light without mobile hdr on the quest 3 standalone (urneal engien 5.2)
Hey Tuar,
Unreal Engine provides a list of Mobile Rendering Features supported. In it, you’ll be able to learn which types of lights are supported for dynamic shadows and other relevant info.
I managed to get dynamic shadows working on the Meta Quest, without Mobile HDR, by placing a directional light in the scene with the following settings:
- Mobility: Movable
- Cast Shadows: True
- Cast Static Shadows: True
- Cast Dynamic Shadows: True
- Dynamic Shadow Distance: 18000 (you’ll have to test different values for this, as dynamic shadows stop rendering at a given distance).
Your Project Settings should also have these Rendering configs:
- Mobile Shading: Forward Shading
- Mobile Anti-Aliasing Method: TAA
- Enable local lights support on mobile forward: True
- Allow Static Lighting: False
- Forward Shading: True
- Instanced Stereo: True
- Mobile HDR: False
- Mobile Multi-View: True
- Support Movable Directional Lights: True
My setup requires OpenXR to be enabled in order to have good performance, still trying to figure out why that is. But I hope this helps!
Hello maybe a later reply. But im asking about movable spotlight shadows. I have no problem to create directional movable light and shadows to work.
My problem create a fresh VR template (instance stereo on, multiview on, forward shading on)
And check support movable spotlight shadows. What happend left eye greyed out and no shadows work at all…
I can’t get any type of real-time shadows on my quest 3. I’ve followed the directions of @fprodigy981 but after deploying to quest there are absolutely no shadows on the default VR Template scene i’m using. I’m really confused with this.
[edit]
It was a matter of defaulting to Low Scalability settings. I had to force better shadow settings. Sorry for the pointless post
Instanced stereo is a desktop only feature and can conflict with mobile multi view when deploying to quest standalone…. Above is a video and in the description it will contain a link to another forum with a provided shader fix and ini /scalibilty settings and profile settings
Hello, my problem isnt with directional light or stacionray light. My problem is with dynamic spotlight shadows… on standalone (what stop workign in ue5) each ue4.x version had it for standalone working.