Dynamic Lighting Solution

Yea, this is the same light bleed I was talking about. As I mentioned if you can settle with static shadows in the distance you can get rid of the light bleed up close while still getting shadows far away although they will be static. To get this you should use a stationary directional light, enable the option that enables the blending between static and dynamic shadows. After this you can adjust the shadow distance until you get no or very little bleed. There is still a bit of a trade-off between how far away you want dynamic shadows and how much light bleed is acceptable for the given scene.

I would personally use this if I could but in my case to much of the level is semi dynamic so can’t build static lighting. Instead I am currently using 4 cascades and a shadow distance of about 50 - 100 m, works OK as I don’t intend to have to big open spaces but would love to be able to bump up the resolution of the shadow maps for the directional light.

the shadows from the point lights work really well for me. Are the walls closed meshes? How big is the radius of the point light attenuation? Have not tested it but if it’s big enough you will probably get similar problems as with the directional lights.

Or do you mean that you get the text “preview” written in the shadows? If this is the case just do a rebuild and it should get fixed. I get this from time to time even though I have static lighting disabled in the project settings.