5.1 shadowmaps culling problem?

Hi, I was wondering if anybody had this issue yet? or perhaps knows the cause…
So I upgraded my project to 5.1 and ever since I get this issue with Cascaded Shadow Maps where sometimes the trees behind the camera stop casting shadows entirely and/or start fading out much sooner than they’re supposed to I’ve tried adjusting the CSM settings on my directional light but whatever I change I just move the problem to a different view angle and it keeps happening.
It seems like it’s computing the distances from some instances incorrectly, but I’m not sure what I should do next to investigate that… Any suggestions?

I used the freezerendering cmd to confirm it does get culled early(you can see one tree is missing)


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I’m having the exact same issue! Have you found a solution?

Have you tried using distance field shadows?

I do have distance field shadows enabled, but the issue still persists. Decreasing the shadow distance so that distance field shadows happen closer to the player did make the problem better, but it still occurs.

same problem, no solution…

Same problem… seems that the only solution is to enable nanite, dx12, SM6 and so on that mean killing performance…

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Same problem, trying to find solution

problem fixed for me with the UE 5.1.1 update :wink: