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I am trying to build a game in UE4, and when working on my wall mesh stumbled upon heavy shadow problems. When creating a low poly mesh from a high poly mesh with cage be baking normal map and AO.

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As can be seen in this picture the player have a light source so there should not be any shadows there at all (Ignore the missing UV there). As well there should not be a crack of shadow between the meshes of the wall.

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I am getting really desperate just fixed another problem with even more heavy shadows but now I am stuck. Thanks for any help.

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    $\begingroup$ Hello. Hard to see here if it is a Blender problem or something to tune in UE... How does it look like in Blender with the same kind of lighting ? $\endgroup$ – lemon Aug 1 '16 at 11:24
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    $\begingroup$ Hi. Would you mind uploading the file to blend-exchange.giantcowfilms.com and post the link here? $\endgroup$ – metaphor_set Aug 1 '16 at 12:39
  • $\begingroup$ @metaphor_set Here is the links :blend-exchange.giantcowfilms.com/b/1679 i.stack.imgur.com/3CrZj.png i.stack.imgur.com/ipPGW.png $\endgroup$ – user2773823 Aug 1 '16 at 14:46
  • $\begingroup$ @lemon No I don't think that the problem is in ue4 because when I enter the high poly mesh its works cool and dandy, $\endgroup$ – user2773823 Aug 1 '16 at 14:46
  • $\begingroup$ There is non manifold parts and inverted normals. But, I don't know how UE reacts to that $\endgroup$ – lemon Aug 1 '16 at 14:57
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Yea in the end it was normal map problems, no clue why the hell the normal map from cage does not work at all but I just baked normal map form high and low poly mesh, and that fixed most of the shadow problems(after I flipped the green in the texture in UE4), took me whole 3 days to fix this god dammit, but at least I know how to bake normals now -_-... Thanks for trying to help me.

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