Haha no problem man, its what EXACTLY what I needed! You wouldn't believe how long I've been trying (but failing) to get dynamic light working properly, now I have full dynamic lighting in all my scenes and it looks SWEET! Thanks again mate!
I could thank you a thousand times! I've always been disappointed by UE3's apparent inability to produce dynamic shadows. Something which we've seen in games as early back as Silent Hill 2, which is over 10 years old, yet seemingly not possible in a cutting edge engine like this. Well I'm glad I was wrong. Dynamic lighting is one of the greatest ever features in game graphics IMO, I love it.
GoldenBlockGaming nope, i have emissive lights for static meshes and movable lights for InterpActors and when i activate in the interpactor settings "use precomputed shadows" then i have no shadows even when i build lights and when i dont activate this and activate "light environment component" then i have messed up dynamic shadows that goes through static meshes with precomputed shadows and in the example UDK map they have the same problem with the vehicles so i think its a UDK bug
Hmmm I can't seem to get dynamic shadows to cast on certain objects. Edit: Lol I think I was using the wrong pointlight, use Pointlight Move-able and tinker with the static object properties and point light properties and make sure you have a lightmap UV.
I'm sorry but it seems than if you use other value than 0 for Shadow Fade Resolution, you will have some issue with Flickering Spotlights. Indeed the flickering effect won't occur at a certain distance ^^' I resolve this by reset the Shadow Fade Resolution to 0.
That's exactly what I use it for! Glad it was helpful!
How can i set this graphic on my game 0:05 ???
Plz tell me because my machine is very low
Haha no problem man, its what EXACTLY what I needed! You wouldn't believe how long I've been trying (but failing) to get dynamic light working properly, now I have full dynamic lighting in all my scenes and it looks SWEET! Thanks again mate!
Thanks so much for this! I used it to fix the shadows for my flashlight object!
No problem, thanks for watching :). Good luck with your project :)
Awesome! Glad you found it helpful. You have no idea how happy I was when I discovered this ;)
Thanks for the tip! Hadn't noticed myself.
Thanks for this tutorial :)
I could thank you a thousand times! I've always been disappointed by UE3's apparent inability to produce dynamic shadows. Something which we've seen in games as early back as Silent Hill 2, which is over 10 years old, yet seemingly not possible in a cutting edge engine like this. Well I'm glad I was wrong. Dynamic lighting is one of the greatest ever features in game graphics IMO, I love it.
my dynamic shadows go through static meshes *being frustrated*
Can you provide a screenshot? You might've forgot to set 'Cast Dynamic Shadows' on in the Static Mesh properties.
GoldenBlockGaming nope, i have emissive lights for static meshes and movable lights for InterpActors and when i activate in the interpactor settings "use precomputed shadows" then i have no shadows even when i build lights and when i dont activate this and activate "light environment component" then i have messed up dynamic shadows that goes through static meshes with precomputed shadows and in the example UDK map they have the same problem with the vehicles so i think its a UDK bug
Hmmm I can't seem to get dynamic shadows to cast on certain objects.
Edit: Lol I think I was using the wrong pointlight, use Pointlight Move-able and tinker with the static object properties and point light properties and make sure you have a lightmap UV.
Internet high five! Good luck with your project :D
I'm sorry but it seems than if you use other value than 0 for Shadow Fade Resolution, you will have some issue with Flickering Spotlights. Indeed the flickering effect won't occur at a certain distance ^^' I resolve this by reset the Shadow Fade Resolution to 0.