Improving Virtual Shadow Map Distance/Quality

That is a good guess, thank you for investigating. Unfortunately, that command doesn’t seem to effect any shadows, on nanite or not. These are nanite enabled meshes I’m now working with, they show up in the nanite visualization and everything. Stats show no culling going on. It seems like it might have to do with the clip map, since this is a directional light. here’s a pic. The shadows are starting to disappear even a few feet away, once you hit the green zone. Further back, once you hit orange, even the board overhead loses its shadow. The clip zones can be adjusted a little using some commands, but I can’t seem to get much improvement.


One thing I thought of is that I am not using ray traced shadows (No RTX card). In the documentation here Hardware Ray Tracing in Unreal Engine | Unreal Engine 5.0 Documentation if you scroll down to the “ray traced shadows” pic, you can see along the edges of the picture frame for example, the shadows starting to disappear in the non-rtx render. I would really love it if someone with an RTX card could do a little shadow test, like I’ve done, and verify whether shadow distance from small objects is improved significantly with “ray traced shadows” enabled in project settings.