I am trying to play around with day/night cycle lighting but have come across an issue when setting the global directional light to Movable, i.e shadows look like this when the angle approaches parellelity with a surface:
I previously solved this issue in [another thread][2] by building the lighting, however this obviously does not apply to a Movable light source.
My question is: how is global dynamic lighting meant to be handled in UE4?