Serenius Posted December 31, 2009 Report Posted December 31, 2009 I have a spotlight casting onto a a set of doors (Movers). The floor is made of a series of static meshes. The only light that should be shining into the hallway pictured below should be a small sliver since the doors are ajar. Instead I get that. The shadows continue coming out wrong even after trying several of the suggestions listed on the Epic forums and I'm a bit stumped at this point. Anyone here know how to fix this? Light settings: Floor mesh settings: Mover settings: Quote
KungFuSquirrel Posted December 31, 2009 Report Posted December 31, 2009 Don't feel like you have to label this a "rookie" question, lighting channels are finicky. First, let me give a disclaimer that it's been a while since I've messed with this... The first thing I'd look at is bForceDirectLightMap on the floor mesh - turn that off. Also add the CompositeDynamic channel to that mesh, since you're using that on the other objects. I'm blanking on whether or not you need to disable bUsePrecomputedShadow, but keep that in mind as an option too. If that doesn't work, you might try ditching the CompositeDynamic channel and shadows and using regular Dynamic instead, again making sure that the light casts in the Dynamic channel and all objects are set to accept it. I hope that'll help you. I'm pretty sure that should do it, but like I said it's been a while since I had to fiddle with this... so my apologies if I'm incorrect. Quote
Serenius Posted January 13, 2010 Author Report Posted January 13, 2010 Thanks for the info, KungFu. I've been playing around with it using your suggestions, but it still appears to be doing it's own thing. Using dynamic shadows just shows these crappy box shadows around the base of the doors. Once I get a chance, I'll post some screenshots of what it's doing. I'm starting to think the GoW version of the Unreal 3 engine might not support dynamic shadows. Quote
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