Cascaded Shadows break beyond 1 million units

We’re using cascaded shadow maps and they appear to stop rendering close up once our geometry is a certain distance from origin. I thought UE5 has large world coordinate support so has this part of the render pipeline perhaps been overlooked?

I noticed virtual shadow maps work fine and I suspect they’ve had a lot more of epic’s attention recently since VSM + Nanite + TSR has been the focus.

Hi,

I wasn’t able to easily reproduce that issue. Is it possible to provide repro steps or share a minimal project? If this is a reproducible bug, I can file a bug report.

A possible workaround for this issue may be to set the world origin closer to the camera when the camera is at a certain distance from the origin (world origin rebasing). In C++, this can be achieved with UWorld::RequestNewWorldOrigin or UWorld::SetNewWorldOrigin.

Thanks,

Sam