I’m having an issue where my Light Function Material is passing through static meshes.
I’ve turned off Cast Shadows anywhere I can find it - no luck.
Any suggestions?
This is the opposite of what you should be doing, light functions will affect any region of scene that is in the attenuation radius of the light, the only way to block it is with shadows.
Thanks for the reply!
I’ve tried every “shadow” setting On/Off for my light source (Rect light) and it still doesn’t change it at all.
(I found an old post that suggested turning off Cast Shadows to fix the issue which was why I mentioned it.).
Only thing that does work is to disable “Cast Shadows” on the cube itself, which obviously I don’t want to do. I still need my meshes to cast shadows, but without the light function effect showing up in the shadow itself. I even tried placing a ‘blocker’ mesh with “Cast Shadows”=OFF between the Plane and Cube - no change.
Any other thoughts?
[update]
After more investigation into this, I discovered that my issue is with a RECT light.
My testing has been with a SPOTLIGHT, and the “Source Radius” controls the distance at which the LF Material will be cast - even through Meshes (acts more like a Decal).
I re-tested in a new level using a RECT Light, and I’m unable currently to re-produce the issue using the same values of the Project and Rect Light in my replication project (my main project is using a 3rd party BP containing the Rect Light amongst other actors/code so there might be more going on here that I haven’t figured out yet.)
So for now I’m going to mark this as “Resolved - due to testing with the wrong light type.”
Once I’m able to re-produce using a RECT light I will re-post with my findings.
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