I am wondering if this is supported in ue4? Seems using dither opacity with masked materials does not enable transparent shadows or should lightmass replace node be used?
You could do a trick by using double mesh. One hidden for shadow casting and the actual one shown with only self shadowing. To make a thing hidden but rendering shadows, enable "hidden shadows" on it. The hidden one would be set up to cast translucent shadows, and the another visible one to have the masked material. So you can have dithered opacity mask and translucent shadows at the same time.
@musashidan Thanks.That's true. I didn't even consider the surface receiving shadows will need a material tailored to using the lightmass replace node and that can be quite cumbersome, if there are a lot of objects that require it. @Obscura Thanks.Will implement that
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@Obscura Thanks.Will implement that