I can’t be the only one noticing this but using the parallel/orthographic/isometric camera causes many issues with shadows, maps, zdepth and other glitches/bugs. To rectify this in my prototype game I use a perspective camera with a large zoom to remove perspective distortion. Upon doing this I run into new problems such as, the camera being very far from the character so shadows and other visual fx are being clipped or set to a lower quality due to the distance.
Can someone explain how the parallel camera is to be used and what the drawbacks are. I look forward to using UE4 to make an isometric, low poly game like the style adopted by Crossy Road.