Cascaded Shadows break beyond 1 million units

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