I’m having a shadow issue with a Media Plate / ImgMedia setup in UE5.
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I’m using an EXR sequence with alpha (keyed greenscreen performance) on a Media Plate (SM_MediaPlateScreen).
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The material is Masked and uses the alpha correctly. In the Material Editor preview, the character’s shadow looks correct.
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In the level, the character is shown correctly (no background), and the shadow is cast on the floor, but the shadow is clipped at above a fixed distance:
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Below the hips → shadow is visible down to the feet.
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Above the hips → no shadow at all.
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Some observations:
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I need to scale the actor by about 5.0 so the person has the right world size.
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At Scale 5.0, the upper part of the shadow disappears, even though the mesh is not intersecting the floor and Bounds Scale is increased.
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Even if the Media Plate Actor scale is 1.0, the shadow will cut off as shown in the screenshot.
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I duplicated and enlarged the Static Mesh (SM_MediaPlateScreen) via Build Scale and also tested increased Bounds Scale → problem remains.
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When I enable Dynamic Shadow in the Lightmass Settings of the Media Plate, a large rectangular shadow appears from the cutoff point, but that’s obviously just the plane’s full rectangle, not the person’s silhouette.
So:
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Material preview shows correct per‑pixel shadow.
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In the world, at higher actor scales, only the lower part of the character casts a shadow; upper body shadow is clipped.
Has anyone run into this with Media Plate / ImgMedia actors?
Is there a known limitation with shadows and scaled Media Plates, or a recommended way to get correct per‑pixel shadows from an alpha‑masked media plate at larger scales?

