Basically I imported a landscape which is about 3x3 km in diameter for an open world game. I created some foliage in Speed Tree and imported it in to the project. When I place a few trees as static to crate a forest they cast dynamic shadows on to the landscape with ‘ok’ quality, however when I build lights on the map the trees no longer cast shadows, there is just one black spot under them.
I did some testing, I opened the default first person example project, placed a tree there and built the lights, the shadow cast by the tree was good. At that point the floor of the level was a BSP cube about 40x40 meters in diameter. When I enlarge the floor to 1x1 kilometer for example and build lights the foliage shadows completely disappear.
I also noticed that changing the value in ‘Overridden Light Map Resolution’ of the floor the shadow quality cast by the tree goes up and down.
(The white boxes in the screenshots cast shadows because they are dynamic, the trees are static)
So what am I doing wrong? Do I have to set the ‘Overridden Light Map Resolution’ to something huge like 8192 to get good quality shadows on a big landscape? That will take for ever to build lights… Or is there some other settings that I need to change?