I’ve put together a greybox map for my project using BSP, it’s a large indoor space that has openings to the sky, so I subtracted most of the map out of a large additive cube.
This is where I’ve run into a huge issue, any non-static actors in the map (ie player, or even just moveable meshes etc) seem to be receiving absolutely no shadows from the BSP.
The moveable player character, moveable sphere and stationary sphere are fully lit as though they were out in the sun light. The static sphere and the rest of the BSP are lit perfectly fine.
Some things I have already tried:
- Inserting cube meshes into the walls of the BSP - this works but is absolutely not sustainable - I can’t do that for every map.
- I have a sky light and lightmass importance volume already.
- Checked both the additive cube on the outside and the Directional Light are on the same lighting channel - but I can’t seem to find a lighting channel for the BSP.
- Force No Precomputed Lighting makes it all dynamic - thus it just goes clean through the BSP and looks awful.
Here are my world settings, and the settings of the dynamic light.
This is also not the first time this has happened, in other projects whether using BSP or meshes seemingly the built lighting seems to leak through or in some cases, like this, pass clean through objects.
As well I know that using BSP is not advised but for greyboxing it’s essential, and I use it to set the visual tone of a level with lighting.
Any help figuring this out is greatly appreciated.