From what I read, the mesh distance field shadows are also less costly in memory and rendering speed. Interesting that it got rid of the weird protruding shadows inside the object. It may have distorted the corners, or those blocks supporting the cart interior at the base of the object, because it was calculating the occlusion wrong. Kinda like offsetting parts of the entire shadow to incorrect parts of the entire shadow. You’re welcome. I’m a beginner too, and have really become mystified by a number of lighting / shadowing features in Unreal.