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)
![UDKproblem34.png](http://i1237.photobucket.com/albums/ff477/pongo1967/UDKproblem34.png)
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.:)