In 5.1 i was using non-virtual shadow maps and everything was fine.
Upon updating to 5.2 I noticed my shadows have artifacts like below.
Switching to virtual shadow maps fixes the issue however i would like to still use regular shadow maps if possible due to much lower performance of virtual shadow maps in my use case.
Any idea what could be causing this? Problem occurs in both in editor and in a release build. Downgrading back to 5.1 resolves the issue so i believe it may be a regression.
Updated to 5.2.1 (git branch 5.2) and issue still persist. It wouldn’t be a problem if the performance of virtual shadow maps was on par with shadow maps.
Any ideas? It is not all shadows, seems to just be shadows from point, rect, etc… lights. Tried Static, Stationary and Movable. Directional light w/ skylight does not seem to cause the issue.
In my particular level (no nanite, no global illumination, screen space reflections) with a lot of foliage, performance of virtual shadow maps is nearly half the frame rate of shadow maps.
Created a new project and the default open world level to test. Point light shadow creates artifacts, directional light shadows appear fine.
Appears to only effect landscapes with the shadow artifacts
Same test on the default ‘basic’ level with an added point light and cube:
As you can see the shadow appears fine but still some artifacts on the lit material (tried many diff materials)
Turning virtual shadow maps on completely solves the issue (or switching to a ue5-main build) but those are not an option for us at the moment as a map with heavy foliage performance drops massively with virtual shadow maps compared to regular shadow maps