Weird dynamic shadows in 4.11

I’ve update to 4.11 recently and i’ve noticed that for some reason when i walk around in the world i see a ghost shadow of my character and other objects in some frames (the rotation of the character changes sometimes and the number of objects that show), other frames it’s fine. Do you know what this is?

86310-bug.png

Can you provide any additional information to recreate the issue in new project?

In order to proceed, I’ll need to know more:

  • Are you able to reproduce this in a blank/new project? If so, provide a link to download this small test project.
  • Was this happening in 4.10?
  • Does this happen in the editor view or only in PIE?
  • Can you provide additional screenshots show what an ejected view with the character and the shadow casting.
  • Is this a normal desktop/pc target platform project or for mobile with the mobile targeted platform settings when you created the project?

The single image here isn’t really much to go off of aside from seeing the issue, but that doesn’t help me recreate it unfortunately. I’ll need the information above and anything else you may think will be helpful to look into this.

Thank you!

Tim

I will try to replicate on a fresh project. This did not happen in 4.10.4. This only happens in PIE. I can try to create a video with the issue. Yes normal desktop pc settings.

MEGA Here is the video for the issue. Hope that helps.

I appreciate the video but it’s not much information to go off of. Are you able to migrate this character to a blank project and reproduce the issue? If so, would you be willing to share that that test project for me to take a look at and troubleshoot? You can share privately if needed.

If you’re not able to share, I’ll need to know any settings that have been changed on the characters detail panel and lighting detail panel that may reproduce the issue.

I’ll try to get the barebones of it so you can try it. In terms of settings i haven’t changed anything between 4.10.4 and 4.11.

Ok after some debugging, i’ve reached the conclusion that for some weird reason it’s the aimoffsets in the animation blueprint that is causing this problem. I’ll try to debug some more, but do you know anything in aimoffsets that might cause this?

Here is another video just showing off better how weird this problem is. Since it’s related to the aim offsets then it should only do weird shadows for the character, but in this video you can clearly see that he’s doing ghost shadows for the furniture i have near the player. Basically i paused the gameplay, ejected from the pawn and start looking around with the camera of the editor from the eyes perspective, the more outside i am from the eyes the larger the shadows are, that is why in gameplay the shadows are rather small because the camera is more inside the eyes. If i move the camera completely outside of the character area i don’t get ghost shadows and everything is fine.

Ok it’s not the aim offset itself, it’s the aimoffset poses. I replicated the problem with just using the look down pose.

I’ve figured out what is causing the problem. For some reason, don’t ask me why, the culprit is the new 4.11 eyes that i put in my character, if i attach them in the eye sockets i created and if i disable those then it works lol All i need to find out now is how to attach the new eyes without having this problem. I’ve tried having using the exported fbx of the eyeball and add them in the head in maya but when i import to ue 4 i have eye shader problems on the reflectivity. Maybe i should create a thread to solve that problem :slight_smile: