# Weird Shadow Artifacts when using Procedural Mesh

**URL:** <https://forums.unrealengine.com/t/weird-shadow-artifacts-when-using-procedural-mesh/1604361>\
**Category:** C++\
**Tags:** Procedural-Generation, procedural-geometry, procedural-mesh-comp, unreal-engine, procedural-mesh, question\
**Created:** [January 10, 2024, 3:29pm UTC](https://forums.unrealengine.com/t/weird-shadow-artifacts-when-using-procedural-mesh/1604361 "2024-01-10T15:29:53Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ItamiOfficial](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ItamiOfficial](https://forums.unrealengine.com/u/ItamiOfficial)\
**Post date:** [January 10, 2024, 3:29pm UTC](https://forums.unrealengine.com/t/weird-shadow-artifacts-when-using-procedural-mesh/1604361/1 "2024-01-10T15:29:53Z")

</div>

Hello, I created a Hexagon Map, but it has really weird Shaddows.

I Created it with the Procedural Mesh Compoment, with Vertecies and Triangles (I left UV, Normals and Tangents empty, cause i first wanted to get my Mesh working. Also i don’t really know how i’d compute them / if they are even neccesary).

I’ll link some Images where you can see what i mean.

I wonder what i’m missing/doing wrong so if anyone could give me a helping hand about what i could change in the Settings / Code to make it look good/work I’d be greatfull.

Have a nice Day!

Images: [Imgur: The magic of the Internet](https://imgur.com/a/aE4C7uV)
