I get the error:
Large actor receives a pre-shadow and will cause an extreme permonce hit unless bCastDynamicShadow is set to false.
I am looking in details to find bCastDynamicShadow but can´t find it!
I get the error:
Large actor receives a pre-shadow and will cause an extreme permonce hit unless bCastDynamicShadow is set to false.
I am looking in details to find bCastDynamicShadow but can´t find it!
The option is called “Dynamic Shadow” under the Lighting Category (Expand the advanced settings by clicking on the white down arrow). bCastDynamicShadow is what the underlying variable is called, but is renamed in the UI.
Question. So if I bought something on the market place (makes a random Dungeon) and it Does not have a category for lighting, then no way to solve it?
Regards
Did you find resolution to your issue just wanting to make sure.
I am not sure, but I seems to me like a command that can be called from the construction script.
Hi there, I managed to find the dynamic shadow option!
You probably don’t need help with this anymore, but since this is the first post about this issue on Google, I thought I’d add a short guide to help future peeps looking for help!
(I have checked and verified that this fixed the error message for me)
Main_Road Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false.
I am not using a static mesh and I can’t find lighting option. I am using a spline mesh but when I go to the mesh editor there is lighting settings but it has no option for dynamic shadows.
Just in case if domebody wondering there is a StaticMesh in procedural blueprint spline: it is in node „Add Spline Mesh Component“
i get this warning on my landmassBrushManager, but this doesn’t have the shadow option, so i can’t turn it off … is it bad?