Hi,
I’m using the latest version of unreal which was 4.25.3
Btw, I have a static actor which is a tree with animated foliage using the material.
So, now stationary directional light gives me blurry animated shadow. and dynamic directional light gives sharp leaf shadow what I really expect from stationary Directional light.
in case of spot or point light (Stationary) gives me sharp leaf shadow as expected.
I notice the Source Angle is 0 for dynamic directional, and default for stationary. Is it blurry when dynamic directional is default? Probably not much difference would be my guess. The issue with stationary is it’s storing indirect lighting / shadowing in mapping, so it could be losing sharp shading in the animation. There’s a property under Rendering in the object’s details panel (the tree’s) to ‘Evaluate World Position Offset’. I think it would also be in the material details panel of the leaves and tree (useful if it’s swaying in animation), though it might require a node connected to the rest of the constructed graph.
I wasn’t specific enough, I guess. Stationary directional. I was getting at how indirect lighting is baked in stationary mobility, and there’s certain properties that need to be enabled to improve the results. It often doesn’t work, according to the number of problems I’ve read in the forums. However, if there’s something in the material that is off / incorrect / not there, then it could be one cause of the issue. It’s one of the inherent problems with the baked lighting in Unreal that it’s limiting to animations.