There’s a model (the big girders thing) that I had to import as a skeletal mesh because it was too complex for static mesh importing, it won’t cast a shadow when I build lighting, no matter what.
I saw in the compile errors that skeletal meshes supposedly need a physics asset to light properly, which is strange, but even then, after I added a physics asset
Is there a trick to make skeletal meshes cast shadows properly? Should I just split it in several pieces to import as a static mesh? The latter option seems obvious but I hope there’s a quick smart fix for this problem because eventually I’ll have a big skeletal animated object that I’ll want to cast shadows, and that won’t be importable as a static mesh.