I've run across couple of problems while making a candle blueprint.
- Problem number 1 - Shadows.
![](src)
If I leave "cast shadow" on the candle mesh, then obviously the result is not looking good, as you can see:
![Image: https://us.v-cdn.net/5021068/uploads/editor/ii/d2mbfnph85pl.jpg](https://us.v-cdn.net/5021068/uploads/editor/ii/d2mbfnph85pl.jpg)
Well, the first solution that comes to mind is to disable "cast shadow" on the candle mesh.
Looks good in the blueprint preview:
![Image: https://us.v-cdn.net/5021068/uploads/editor/qx/qwhideoq2pjf.jpg](https://us.v-cdn.net/5021068/uploads/editor/qx/qwhideoq2pjf.jpg)
However, in the level, it's a completely different story. It does not receive shadows from walls and other static objects any more:
![Image: https://us.v-cdn.net/5021068/uploads/editor/8l/o95mwexdklaz.jpg](https://us.v-cdn.net/5021068/uploads/editor/8l/o95mwexdklaz.jpg)
![](src)
It looks correctly only if I slap something in front of it, like a cube for example, with dynamic shadow to block the directional light source:
![Image: https://us.v-cdn.net/5021068/uploads/editor/2r/530ds08sjsyr.jpg](https://us.v-cdn.net/5021068/uploads/editor/2r/530ds08sjsyr.jpg)
How could I fix this? Is there a different way? Can I somehow make it in the blueprint that a specific mesh won't cast shadow from a specific light source? I.e. candle/candlestick don't cast shadow from a point light that is in the blueprint with them?
- Problem number 2 - Particle System.
I've made a particle system for the flame. It's fairly simple:
![Image: https://us.v-cdn.net/5021068/uploads/editor/7z/uhx22w47ebm6.jpg](https://us.v-cdn.net/5021068/uploads/editor/7z/uhx22w47ebm6.jpg)
Works like a charm by itself. However, here's what happens when I'm trying to move the actor:
https://www.youtube.com/watch?v=a0K6VzCEvUkWhy does the particle emitter disappears whenever I move the actor?
Replies
The second problem - apparently, that's just in-editor thing. If I run a simulation (play), then everything is fine, and the particle system does not disappear.