The shadow looks like it only casts the mesh outline shape.
Hi Awesome_Junior_Miss,
You can open the Static Mesh Editor and go to the Build Settings to enable the option for “Generate Distance Fields as if TwoSided.” Then apply the changes.
For the best dynamic shadow solution it’s would be best to use a combination of Cascaded Shadow Maps (default dynamic shadowing method) with a set range value, like 1200-2000 then Distance Field Soft Shadows will be used for anything beyond this range.
This can provide a good balance for distance shadows beyond the CSMs while still giving crisp higher resolution shadows up close. This is the method that was employed in the GDC Kite Demo that Epic released.
I hope this helps.
Tim
There is also the option to specify a distance field override mesh. If you wanted to, you could make each blade of grass into a tesellated capsule mesh and then use that distance field. Controlling the thickness of the capsules would control the shadow density.
I had to use a method like that for one of the pine trees in the kite demo since it was using camera facing sprites which did not get picked up by distance field generation.