If set to true (1), this object will cast a shadow that will change as the object moves, or if it is destroyed. The model must have a shadow mesh for this computation. Shadows from buildings, trees, and other static objects are usually "baked on" to the terrain map, so this property is false (0 - the default) for them. Normally this property is set for the large parts of an object, e.g. for the fuselage of a plane but no other plane objects. This is done to save on computation during the game.
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