I have a problem with my static meshes not casting shadow on my terrain (or any static meshes)
I exported it from 3ds max with a 2nd lightmap channel
My scene consists of 1 dominant directional light and a skylight with a terrain subdivided 2-3 times
When i replace my static mesh with a interpActor, the shadow is cast
Any idea why it won't cast for my static mesh?
(Static mesh on the right and InterActor on the left)
Same thing goes for another of my imported mesh from 3ds max
Replies
I would suggest turning on dynamic shadows on the staticmesh. I think if you turn it into a foliage actor, which a tree should be anyway, it'll turn on dynamic shadows.
Otherwise try searching for 'dynamic shadows' in the trees properties.
Performance Warning Jungle StaticMeshActor_38 Static Mesh component 'MyPackage_Jungle.Foliage.BananaTree_04' not lightmapped and not using a light environment - will be inefficient and have incorrect lighting! Set bUsePrecomputedShadows=True to use lightmaps or enable the light environment
Yes, it is using dynamic lighting now. Just ignore the warnings.
I also recommend updating to July UDK for this reason.:)