# persisting visual issues in 5.8.4

**URL:** <https://forums.unrealengine.com/t/persisting-visual-issues-in-5-8-4/2854723>\
**Category:** Rendering\
**Tags:** unreal-engine\
**Created:** [November 12, 2026, 6:44pm UTC](https://forums.unrealengine.com/t/persisting-visual-issues-in-5-8-4/2854723 "2026-11-12T18:44:21Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![glitchered](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/glitchered/32/768299_2.png) [@glitchered](https://forums.unrealengine.com/u/glitchered)\
**Post date:** [November 12, 2026, 6:44pm UTC](https://forums.unrealengine.com/t/persisting-visual-issues-in-5-8-4/2854723/1 "2026-11-12T18:44:21Z")

</div>

no shadows on mesh fog volumes. even with injected lights.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/b/4/2b42ed3cecd16138b76670a59189a8c58885e3f0.png)

light falloff still has a hard edge. a precision thing, i guess.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/7/2/872fdf9997b469c27af746e54eb8e838eb1d5bf9.png)

blood on windows shows thru a refractive raytrace thru the ball and the mirror

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/c/e/ecefbc1b956321de8ddc999634fb6fcd5679a6e5.jpeg)

but not when using only the mirror.

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/0/1/601a202e2d49aa55ffb093a24d5a8d847cb55ca3.png)

decent progress on the baked gi and realtime shadow solution tho. can flip flop all the lights and bake stationary now. great.
