# Black spots that appear randomly around the character.

**URL:** <https://forums.unrealengine.com/t/black-spots-that-appear-randomly-around-the-character/1899075>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, question\
**Created:** [June 11, 2024, 2:31pm UTC](https://forums.unrealengine.com/t/black-spots-that-appear-randomly-around-the-character/1899075 "2024-06-11T14:31:13Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Arda\_TR\_671](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Arda\_TR\_671](https://forums.unrealengine.com/u/Arda_TR_671)\
**Post date:** [June 11, 2024, 2:31pm UTC](https://forums.unrealengine.com/t/black-spots-that-appear-randomly-around-the-character/1899075/1 "2024-06-11T14:31:13Z")

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Hi guys, When I use the original mesh of the “Paragon: Aurora” character, there is no problem, but when I use the skins, black spots start to appear around the character. I just changing the mesh. You can see it more clearly in the video.

Do you have any ideas?

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [June 12, 2024, 7:09am UTC](https://forums.unrealengine.com/t/black-spots-that-appear-randomly-around-the-character/1899075/2 "2024-06-12T07:09:43Z")

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Take a look at

> [@Lingering shadows that stick to the ground after movement - how to resolve?](https://forums.unrealengine.com/t/lingering-shadows-that-stick-to-the-ground-after-movement-how-to-resolve/794898/4):
>
> [image] So running the game, and then running the command r.Shadow.Virtual.Cache.DrawInvalidatingBounds 1 Shows the above image. Note that the top of my staff is sticking out. That is the culprit and what is causing the issues with “shadows sticking/lingering”.w How to Fix There were two ways that would accomplish the fix. The first is going into the skeletal mesh of the character in blueprint, (make sure the skeletal mesh is selected) and pulling its Bounds Scale. [image] Bumping this…
