Translucent Material Receive and Cast Shadows
Engine version: 4.19.1
I have searched and tried many different things and still have not found a solution for my problem. Thus I am here.
Ideally I want to take a static mesh like a tree and fade it out if its in the way of the camera. Since the tree receives and casts shadows, I want to make sure the transparent material that is swapped to the tree also receives and casts those same shadows.
The problem is that I can’t even make a basic transparent cube cast and receive shadows. I have set its material to Blend Mode: Translucent, Lighting Mode: Surface TranslucencyVolume. Then on the mesh in the world, I have set Volumetric Translucent Shadow to true.
The result I have with a single stationary directional light and the mesh set to Mobility: Static after building lighting is not receiving shadows or casting shadows. If I made the mesh Moveable which forced Dynamic lighting, then I can get it to at least cast a shadow, but not receive any. I was expecting to be able to both cast and receive shadows with both baked or dynamic lighting. How do I accomplish this?
P.S. I also tried setting World Settings->Lighting->Volume Lighting Method to Sparse Volume Lighting Samples as well as the default Volumetric Lightmap setting without success.