Hello, I’m having a problem with my static mesh. I currently have a material on it that has its opacity mask set to 0 to make it invisible but it still shows a shadow. I do have cast shadows on false as well. Was wondering why this is the case? My guess is something like the mesh is still blocking the light?
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I should add that The one on the right has the opacity mask set to 0 and is on the floor. I have a dissolve effect material which is blend mode masked to dissolve the mesh into nothingness, hence I don’t want that shadow. Also, I know ticking “set visible” to true does get rid of the shadow but as I’m making geometry changes for a transition, I’m going to have quite a few of these dissolving and then re-appearing in different locations. Wouldn’t I need to store the meshes in an array, check the array, and then use set visible in a blueprint? or is there a better way to reference the static meshes?