I’m not sure if I’m doing something wrong or what, but I can’t seem to get a dynamic spotlight component attached to an actor (the player’s camera in this case) to cause any shadows. I have cast shadows, cast static shadows, and cast dynamic shadows all turned on on the light, and the mesh I’ve been aiming at has cast shadows and cast dynamic shadows turned on. Additionally, shadows aren’t cast by BSP brushes.
On the other hand, attaching a point light component works as expected.
If I get you right - you got Spot Light attached to the player camera without any offset and some kind of a mesh in front of camera attached to a pawn? If this is true, than you wouldn’t actually see a shadow, since Point of View position is the same as light’s position. If you will add some kind of an offset to the light’s position you should be able to see the shadow.
I don’t have a mesh in front of the camera (I don’t have a mesh on the player at all right now), and I’ve tried adding different offsets to the spotlight. The project is configured for PC, and I’ve also made sure point light components will cast shadows (they do).
I should admit, that this one didn’t start working properly, until I raised Engine Scalability Settings (no shadow, no even dynamic lighting on the static objects with Low level setup).
I have the same problem here:
A Spotlight, which is inside of a Blueprint, doesn’t cast shadows.
A Spotlight, which is placed on the map without a blueprint works fine.
A Pointlight inside of the BP works fine, too.
I have the same settings as newest has (as far as I see).
Using version 4.9.2