Weird and blurry shadows at angled walls.

​I’ve been practicing with lightmaps and shadows in ue4. I’ve been looking around the forums for a while and cant seem to find a way to get better looking shadows.
I made a sort of hexagonal corridor piece thati want to duplicate over the level which i will use as the main wall ( i intent to decorate it with multiple other objects and textures later ).

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You can see how different the shadow looks on that small piece of the wall.
Its also very blurry even though i am using a pretty high resolution. The sharpness also didnt change when building 2048 compared to 1024.
The lightmap is generated by ue4 ( last screenshot ) since it has a very basic shape. And i am using a stationary spotlight.

Any help or tips are appreciated!

If you’re getting bad shadows it will be the ‘responsibility’ of the object receiving the shadow.

Yes, it is defintely related to lightmap resolution. I’m assuming you haven’t tweak other settings yet.

Do you have the lightmap in channel 1? ( or are you accidentally using the UVs as a lightmap ).

Thanks for the reply. I’ve got the correct uv channels selected. U can see the last screenshot how the lightmap looks. The source lm is 0, destination lm 1 and the lm coord index is 1. it used the auto generated lightmap. Do you know some settings that are basically a must to use in such a situation? The map i’m making is completely indoors and focusses on close walls. I’m also intending on using grates for a floor to walk on which light can shine trough ( the one in the screenshot ). Thanks in advance!

Sorry, didn’t see that other shot because it was a link :slight_smile:

Not entirely sure, but I think you have to specify the correct lightmap size in the build settings, the other setting is for possibly scaling down afterwards. Could be wrong, but it’s worth a shot.

Hi!

It would be better if your walls had thickness…
Could you show us your Lightmass settings?
Are you using compressed lightmaps?