One thing that I have been working on is getting shadows move that I can activate via triggers. How I have been doing this is by hidden skeletal meshes. To do this you must first put a skeletal mesh into your game space. Once you do that, go into the properties of that mesh and go to lighting. You must have “cast hidden shadows” turned on. This will make it so that it shows its shadow even though you may have it hidden. Next, scroll down to display and check “hidden”. This will hide the skeletal mesh when you play the game. This gives the effect that you have a shadow that is displayed without actually having anything there. After this, you can use matinee and triggers to make this skeletal mesh do whatever you want. Another thing that you want to make sure you have selected is “PHYS_Interpolating”. You can find this under movement in the mesh properties.
Another important thing I have been working on is the lighting for the game. A couple things that I have found to be very useful is making it so that the lights interact with dynamic objects. Make sure under the properties that “Cast Dynamic Shadows” is checked, and under the lighting channel, have “Dynamic” checked. This will allow lights to interact fully with the meshes that you have moving around. Also it will allow the light to be movable in the game and still give off the correct lighting. One last thing that I have found to get the best out of my lights is the “Shadow Filter Quality”. Set this to “SFQ_High” to get the most in depth shadows. I am still in the process of furthering my knowledge of UDK and hope to create some neat effects.