techarthub - Platformer Drop Shadow

Hi, I’m Nick! Thanks for your interest in Platformer Drop Shadow!

Overview video | Playable demo | Documentation

In any game that involves platforming, being able to accurately judge depth and distance is something players need to be able to execute instinctively. In 3D space this is even more important!

Platformer Drop Shadow is a set of materials and Blueprint functions that will create a dynamic drop (or blob!) shadow underneath your characters whenever they’re in the air to help you judge their position. The effect is very customizable, and has been designed to appear only when needed and to be as unobtrusive as possible so as to not clash with the actual lighting in your levels.

If you have any questions or would like to request changes/updates, please reach out. If something doesn’t seem right to you, you’re likely not the only one!

Email: support@techarthub.com
Discord: techarthub

This project was generously supported by my Patrons at techarthub | game development guides & tutorials | Patreon

Update History:

  • 2.3 (2024-04-24) Small fixes, 5.4 release

  • 2.2 (2023-09-16) Decoupled the Decal and Scene Capture Components from the shadow casting Actor to better support changes to roll and pitch.

  • 2.1 (2023-08-20) Fixed a bug that was causing the shadow not to draw when the subject's position was in -Z

  • 2.0 (2023-02-26) More values exposed for greater control, All logic moved into its own Actor Component, Enhanced Input supported added for UE5.1+

  • 1.1 (2022-03-29) Small fixes, 5.0 release

  • 1.0 (2022-03-28) Initial 4.26-4.27 release

Marketplace Questions

This is an archive of the Questions section that used to exist on the old Unreal Marketplace. If you have any other questions or comments please leave them below!

Blob shadow on ground? from Minodor on 07/05/24
Hi, how can I have the blob shadow also when the character is on the ground?

You can modify the distance from the ground at which the shadow appears via the Opacity Min/Max Distance values. Setting them both to 0 will make your Shadow appear even when your character is on the ground.

I’ve put some more info into the FAQ section of official documentation as this one comes up every now and then!


Fall animating? from imtrobin2 on 26/01/24
What if the character is animating while jumping?

The Drop Shadow should work fine with a character that’s animating while they’re jumping/falling. If your mesh is moving around a lot you may need to increase the size of the shadow decal to compensate, but that’s as easy as changing a float value on the component.


Shadow on invisible object from Afox on 09/01/24
Is it possible to cast a shadow on object that invisible but still has collision?

The Drop Shadow uses a decal to create a ‘fake’ shadow, which unfortunately will not draw on invisible/translucent meshes.


Unlit by DEV_Ethan on 19/08/23
Could this be modifyed to work in unlit modes?

The Drop Shadow effect uses a decal that isn’t reliant on the lighting in your level, so it should definitely work both in unlit mode and when using the unlit shading model.


Decal below World 0.f? by FiniteL00p on 25/07/23
Maybe a stupid question, but is there a way to ensure application of decal when the attached actor is below World 0.f?

Hey there, it’s not a stupid question at all.

If you want to ensure that the decal is always visible when the owning actor is at a certain location (or whatever else) you’ll need to hijack the Update function where the opacity/blurring values are calculated and set.

In this instance you’d add some additional logic on the front end of the function that gets the owning actor and checks for its world location in Z. If it’s less than 0 you would then set the opacity value to 1.0, and if not you’d let it run normally through the rest of the function.

Hope this helps. :slight_smile:


What about multiple blob shadow for multiple actors by IB10I on 02/03/23
Hello,

What is the cost of the blob shadow for performances if i wanted to set it on a lot of projectiles for example ? (like a hundred)

Thanks

That’s a great question! I wasn’t sure, so I tested it out.

Sticking to blob shadows and keeping the number of shadow traces to 1, I had over 500 projectiles flying around the demo level without any noticeable performance hit. Each of those projectiles would have been updating its own decal component each frame as well, so you could improve performance further by increasing the Shadow Component’s tick interval.

Keep in mind that Drop Shadow was mostly intended for characters and hero objects, so there would be some logic (like the render texture stuff) that you could easily strip out to simplify things.


Demo link broken, any plans to fix? by DragonJawad on 10/02/23
Hello, I tried using the drive link to download the demo but there’s a “file not found” message instead.

Are there any plans to fix the demo link?

Edit:
As a head’s up from someone who bought the asset and using it in 5.0 atm, it works well. Nothing shady going on here, just a broken link that needs fixing

The demo link should work again now, thanks for the catch!


mobile? by DEV_Ethan on 01/04/22
mobile support?

Yes, but unfortunately not entirely. I’ve added a little tutorial to the bottom of this page that explains the limitations of the drop shadow effect on mobile. I hope it helps!