When I put a static mesh and light together in Blueprint, then put the light in my scene the shadow pops in and out at a certain distance. I have a post process volume as seen in the second screenshot. I’ve checked the world settings, blueprint settings, engine settings, and project settings. Could I have missed something? Or is this a known issue?
Hi Ovrcookedfunion,
What’s happening here is that you’re light is no longer being occluded by the mesh that is no longer being rendered due to its distance bound scale. You will need to increase the distance bounds scale via the details panel for your mesh. It is set to a default of 1.0, but if you increase this you can get the mesh not to occlude for a longer distance. It is not recommended to do this unless you need to for your specific meshes. Only increase incrementally. Try a scale of 2 and see if that helps.
Tim
It worked! But your post was a little vague, The “Bounds” slider can be found within the blueprints panel under “Rendering” when the mesh is selected.
Thanks Tim for your help.
That is true if you have a static mesh in your BP. If your mesh is just in the scene then it would be the details panel on the right. I never assume that geometry is in a BP unless it has been specified.
Glad it worked for you though!
I found that even with dynamic lights, if I build
the shadows stop popping