I’m finding that casting shadows (with a Directional light, in UE4.26) using Ray Tracing works properly with normal Static Meshes, but not with Foliage. It’s not that it *never *works, because on some meshes the shadows keep on popping up and disappearing - leading me to think it has something to do with the distance calculation.
- Setting “r.RayTracing.InstancedStaticMeshes.Culling 0” (as suggested <here>) doesn’t seem to have any effect
- I don’t think the problem is in the materials or the mesh itself, since RT works fine on the Static Mesh
- I’ve tried changing various Foliage lighting settings, but so far without success
Here’s a screenshot of the result:
- Left image has Ray Tracing Shadows disabled, Right image has them enabled
- Left tree is created by Foliage, right tree is a regular static mesh.
You can see the improved quality of Ray Tracing here - but of course the shadow is completely missing for Foliage. Strangely, the self-shadowing does work though
Does anyone else have this issue? Any solutions?