Again: Light Sources, Light Bleeding, Light shines through wall

Thank you for the hint.

That clip was done using my mod “Amunets Dungeon Assets”.
There are basically two thing to be done.

  1. modify all light sources to cast dynamic shadows, either by editing the blueprints, or by changing the light sources at runtime (which is what I did) - biggest issue here is, that in a “client/server” context, I believe that has to be done on the server and replicated to the clients to work.

  2. enable dynamic shadows on the client.

r.Shadow.CachedShadowsCastFromMovablePrimitives 1

For some reason though, this no longer works on “PointLight”-Sources on the current game.

You can test around with it - get “Amunets Dungeon Assets” from the Workshop, then start the game in single player, make yourself admin, open the console and enter “ke * EnableShadows 1”

Bracketed wall torches still work fine.

Wow, thank you very much. I will give it a shot.

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