What I have been trying to do for the last two weeks: (Seriously, I’ve spent about 100 hours looking up various bug reports and trying everything)
I have a spotlight (as sun) that orbits around 0,0,0 attached to a spring arm (set to 390,000 length)
I have a static mesh (as moon) that orbits around 0,0,0 attached to a spring arm ( set to 375,000 length)
This works correctly however :
I have to set the spot light’s attenuation radius WAY past the slider max of 16384.0 (like 99999)
While rotating the spring arm, and single stepping through frames, you can actually see that at certain angles, the shadows disappear. The closer you get to 90 degrees the more it happens.
I’m pulling my hair out, and now I am at the point of ditching. I understand UE4 was not built for large scale, however UE4 does not have a big red “Let me do it anyway” check box.
As for future answers:
Using Spotlight Attenuation Radius at default max of 16384 does not give me any light above like 1600 distance. (useless)
Must be Moveable/Dynamic (No static lighting)
Distance on SpringArm has no effect, I can use 9000 or 350,000 and it still flickers
This flickers on Landscape, cubes, planes.
Only flickers while rotating spring arm.
Only seems to happen at certain angles
Bounds make no difference.
Stuff like r.shadow ect made no difference
Stuff like r.shadow.spotlight ect made no difference
Disabling occlusion culling in project settings made no difference
Directional light does not cast shadows at large distances
Tried UE 4.18, 4.19
Disabled auto exposure, post processing, blur
Deleted the Config and Save folder, made no difference
Two sided, use as occluder