# 5.1 shadowmaps culling problem?

**URL:** <https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691>\
**Category:** Rendering\
**Tags:** culling, Shadows, shadows-problem, cascade-shadow, culling-distance, dynamic-shadows, unreal-engine, Rendering, Lighting, question\
**Created:** [December 16, 2022, 9:35am UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691 "2022-12-16T09:35:15Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![GGX-John](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@GGX-John](https://forums.unrealengine.com/u/GGX-John)\
**Post date:** [December 26, 2022, 8:09pm UTC](https://forums.unrealengine.com/t/5-1-shadowmaps-culling-problem/729691/5 "2022-12-26T20:09:53Z")

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same problem, no solution…

> [@UE 5.1 procedural Foliage + Shadow Maps (CSM Shadows) bugged?](https://forums.unrealengine.com/t/ue-5-1-procedural-foliage-shadow-maps-csm-shadows-bugged/719174):
>
> When using the procedural Foliage or Foliage Painter + setting the shadows to be “Shadow Maps” instead of the expansive “Virtual Shadow Maps” i get some strange results. The Shadows are disappearing when i rotate the camera to a specific angle (culling?). When i place a static mesh of the tree i dont get the same problem. Is this a bug in the new 5.1 Release or am i missing any new settings? Thank You

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