Weird lighting issues

I have just made the switch from Unity to Unreal Engine 4 today and I must say that I’m impressed so far.
When I tried to import a model from Blender (.fbx) I ran into some weird lighting issues.

Is there a way to fix this?

Thanks in advance,
TheKrane

Open up the physical asset of that skeletal mesh in content browser, and then add/scale up bodies wherever needed(palm and fingers most probably.)

Welcome, btw!

I opened up the PhysicsAsset and it’s all messed up as you can see in the picture below.
Is there anything I can do to fix this mess?

I’m also not quite sure why the PhysicsAsset (which is used for collisions in my understanding) has an effect on lighting.

EDIT: I’ve tried importing the same model into Unity and it displays the shadows just fine.

Physics bounds are also used for skeletal mesh lighting. To fix this you can select those bodies around the neck and delete them, i dont think you’d need collision for those bones. Then select all of the hand bones from the list on the right and add new bodies to them. Pick whichever shape suits you.

Thanks for the quick response. I got it working now.
This community is amazing. :slight_smile: