Hello, I’ve posted this question on the answer hub, but I feel this will be better for a discussion as to how to make something like this work.
So what I’ve got is a full body skeletal mesh that I want to use in conjunction with a set of first person arms.
://i.gyazo/c88b9b780f997a217d6104c734f09ae1.png
As you can see, I’ve set the arm and head to be a different material and have applied the transparency to it. What I don’t want is to have the shadow appear that way as well.
://i.gyazo/c442b07a6570fcf4076c5e5ed78c8c4a.png
Here is the very basic transparent material that I’ve set up. What can I do to have that transparency draw a shadow as if it were solid?
You know what… I must have been using the wrong key words to search for this topic. I found some stuff and it has pointed me in the right direction to get this going. You can delete the post if need be
Open your character in persona and then you can enable or disable shadows per component same way as you can do with static meshes.
sorry i miss understood your problem i guess it is possible to use smething like “cast shadows as masked” witch you can find in material editor after enabling that option try plunging constant = 1 to opacity mask
I have tried this before. Unfortunately, that options only allows static shadow casting. I am using this for a dynamic skeletal mesh.
The way i’m looking at doing it right now is to have a second full body mesh that is hidden in game and casting hidden shadows. The one that is visible to the players camera will have the translucency masked as posted above.