# Lingering shadows that stick to the ground after movement - how to resolve?

**URL:** <https://forums.unrealengine.com/t/lingering-shadows-that-stick-to-the-ground-after-movement-how-to-resolve/794898>\
**Category:** Rendering\
**Tags:** unreal-engine, Rendering, question\
**Created:** [March 20, 2023, 3:13pm UTC](https://forums.unrealengine.com/t/lingering-shadows-that-stick-to-the-ground-after-movement-how-to-resolve/794898 "2023-03-20T15:13:22Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [March 20, 2023, 6:42pm UTC](https://forums.unrealengine.com/t/lingering-shadows-that-stick-to-the-ground-after-movement-how-to-resolve/794898/2 "2023-03-20T18:42:23Z")

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I notice someone here having the same problem

> [@Niagara disable sprite shadow?](https://forums.unrealengine.com/t/niagara-disable-sprite-shadow/149422):
>
> … How do I disable shadow casting on a mostly empty sprite emitter? I’m spawning a bunch of particles that follow the actor with a custom material. the material is emissive. The renderer on the Niagara Emitter does not seem to offer any shadow settings. There must be a hidden option somewhere? AND… it’s the distance field shadows that are the issue… probably due to the contact shadows…

Have you tried changing the emitter to CPU?

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