Hi! We noticed that the object placed very far from the origins (more than 1’000’000 units) does not cast shadows from CSM consistently. When r.Shadow.UseOctreeForCulling is disabled they works so we saw that the PrimitiveOctree octree is initialized with the old UE_OLD_HALF_WORLD_MAX in FScene::FScene(UWorld* InWorld, bool bInRequiresHitProxies, bool bInIsEditorScene, bool bCreateFXSystem, ERHIFeatureLevel::Type InFeatureLevel) in RenderScene.cpp.
We tried to initialize it to the HALF_WORLD_MAX that should use the new max world size. As now we haven’t seen problems but we wanted to ask if there is a reason it has been kept with the old max size.
We are currently using 5.4 but also tested on 5.5 vanilla and github shows it is still using UE_OLD_HALF_WORLD_MAX.
This works for LocalShadowCastingLightOctree as well.
I think this is also related to the work that has been done in: [UE5 Cascaded Shadow Maps disappear at a certain offset to world [Content removed]