I have created “camera1” that I hope to act as a Drone POV in Sequencer. I’d like to attach a drone mesh to the camera that casts shadows on the environment. Initially I thought I could simply replace the SM_CineCam mesh with a Drone mesh and it’d work straight out of the box but that doesn’t seem to be working.
Hi, thanks for the reply. Nothing is stopping me from replacing SM_CineCam with another mesh - but any new mesh doesn’t cast a shadow…
In Maya i’d simply constrain a mesh to the Camera and that would do the trick. Wondering if there’s a similar way to do this in Unreal.
To clarify, a newly added attached static mesh component (with assigned mesh) does not cast shadow? Because the mesh of the CineCam shouldn’t be able to cast shadow, for sure.
Confirmed. I don’t expect the CineCam to cast a shadow - I would like to assign/constrain or replace CineCam mesh with a custom mesh that DOES cast a shadow.
Ace! Apologies. Totally new to Unreal (and should have mentioned). Did not look at Details/+Add Component and now that you’ve pointed it out (wonderfully demonstrated below) - it’s working as you say. Feel stupid but happily know better now. Thank you!
And you can, of course, attach the camera to the drone mesh instead, which will make more sense, naturally.
lol. That’s subjective of course;) In Cinematics we’re animating Cameras first and foremost. In this one instance it was decided a certain camera would be great if it were mimicing a drone POV. The drone idea came about organically - an afterthought - and not in the original layout. But I hear ya. Thanks for your help - all best!