Shadows through masked material problem. I have a poly plane with a material that is masked… a spot light aims through it to cast shadows… works fine with dynamic light, but building as a static mesh gives odd terrible results. See the screenshots… what is wrong here?
Here is what happens when i lower the source radius… so i can make the mask sharper except the shadow on the edges doesnt cast quite right… u see it still is a round circle with the spotlight… even though it should be boxed out because the spot light extends past the masked invisible part… so what gives?
What’s the floor’s lightmap resolution? Did you build lighting with production quality settings or just preview?