Flickering distancefield raytraced shadows

My trees using Procedural foliage blueprint flicker their distance field raytraced shadows. What could be the cause?

http://puu.sh/kKb7N/d202c3b237.jpg

http://puu.sh/kKb8Z/239a38c812.jpg

Hi Fanzypantz,

Distance Fields are limited to the number of meshes that can be visible in a single view. Foliage can tend to blow this value out really quickly.

Distance Fields are clamped to a 512 volume texture size for each culling tile. If this value is reached you can see artifacts. For smaller objects like grass you can disable “Affect Distance Field Lighting” to see if this helps resolve your flicker.

The value of 512 is a hardcoded max size due to limitations of D3D11.

Try reducing the number of meshes affected by Distance Fields and see if that helps resolve your issue.

Thank you!

Tim