It appears that different parts of the shadow can be cast but it is “cut off” and only cast withing a square shape… Meaning the hands can cast a shadow if it falls withing the square…
I guess it’s just whatever defaults there are when importing it from an FBX then dragging the mesh into the scene. I found that increasing the dynamic shadow range from 0 in my directional light seems to fix this problem for now. But I still find the original situation a bit odd…
Type in r.shadows in the console and test out all the settings but what i would look at first is the shadow distance, shadow bias and number of dynamic shadow cascades.
Sorry for not understanding your question earlier Jacky! I didn’t know the physical asset was a separate feature with the engine. I’m porting my game over from Unity so there are a lot of neat features I am still learning.
I just discovered that this was a feature and will be reading the documentation on it, but how can it impact the shadow?
Also does anyone have any quick fixes to the awful way the physical asset is set up? It looks like it tried to set it up automatically and failed… I blame my mesh, haha.