# Instanced Foliage Culling

**URL:** <https://forums.unrealengine.com/t/instanced-foliage-culling/1804532>\
**Category:** Programming & Scripting\
**Tags:** shadow, shadows-problem, culling-distance, unreal-engine, Instanced-Mesh, Foliage, bug-report, question\
**Created:** [April 15, 2024, 10:01am UTC](https://forums.unrealengine.com/t/instanced-foliage-culling/1804532 "2024-04-15T10:01:17Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![EXODST](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/exodst/32/1031732_2.png) [@EXODST](https://forums.unrealengine.com/u/EXODST)\
**Post date:** [April 15, 2024, 10:01am UTC](https://forums.unrealengine.com/t/instanced-foliage-culling/1804532/1 "2024-04-15T10:01:17Z")

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Hello, I’m having a issue (possibly a engine bug) where the shadows on instanced static meshes fade out before the mesh even gets culled but the shadows reappear when the mesh gets culled in the distance. I opened a new project in UE5.3.2 to make sure it wasn’t just a issue with my game project and spawned a bunch of chairs with the foliage tool and set them to cull at 3500 units. I also added a normal static mesh chair with the same culling parameters and made it bigger so in the video you know which one is a standalone mesh and it doesn’t have the same shadow issue. Not sure if this is fixable or if its a UE5.3.2 bug but if someone has any ideas please let me know 🙂  
**I also have to mention i am using normal shadow maps, NOT virtual shadow maps because they are too expensive for my game but when i enable virtual shadow maps this issue goes away.**
