Lumen directional light still leaks through roof after distance

Hello Community,
I have got a problem with light leaking through the roof after a specific distance from the camera, as shown here:

Far Distance
image

Close Distance

Shot from outisde

Roof mesh is using Nanite.

I tried to fix it by lowering the needed screen percentage, but it didn’t work.
I tried enabling raytraced shadows, which worked but destroyed the volumetric fog.
I tried playing around with the View Distance Settings, but it didn’t work.
I tried setting up 2 direcitonal lights, one for volumetric fog, one for raytraced shadows. They overwrote each other somehow, only one worked, so all in all, it didn’t work.
I tried lowering the roof, it didn’t work.
I tried r.ForceLOD 1 and r.ForceLODShadow 1, it didn’t work.

Is there any way to just raise the view distance the camera is using? The performance cost is irrelevant as this will be a rendered scene.

OR

Is there a way to use ray traced shadows together with volumetric fog?

Thanks in advance,
Yazzin.

Are you using Virtual Shadowmaps or regular Shadowmaps?

VSM tends to handle this kind of light leaking better than regular shadowmaps

Thanks @Arkiras for pointing that out.
Yeah, that fixes the bleeding happening to the walls somehow together with the fixing of my meshes. I just had bad geometry used with weird displacements and holes, leading to unexpected lighting.
All in all, I can say that focusing on getting the geometry right in early steps of the project will save you a lot of time.