# Player mesh leaves shadow residues on ground when moving

**URL:** <https://forums.unrealengine.com/t/player-mesh-leaves-shadow-residues-on-ground-when-moving/1509986>\
**Category:** Character & Animation\
**Tags:** unreal-engine, question\
**Created:** [December 9, 2023, 10:59am UTC](https://forums.unrealengine.com/t/player-mesh-leaves-shadow-residues-on-ground-when-moving/1509986 "2023-12-09T10:59:02Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**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:** [December 9, 2023, 11:33am UTC](https://forums.unrealengine.com/t/player-mesh-leaves-shadow-residues-on-ground-when-moving/1509986/2 "2023-12-09T11:33:12Z")

</div>

I think it may be a case of this

> [@Lingering shadows that stick to the ground after movement - how to resolve?](https://forums.unrealengine.com/t/lingering-shadows-that-stick-to-the-ground-after-movement-how-to-resolve/794898/4):
>
> [image] So running the game, and then running the command r.Shadow.Virtual.Cache.DrawInvalidatingBounds 1 Shows the above image. Note that the top of my staff is sticking out. That is the culprit and what is causing the issues with “shadows sticking/lingering”.w How to Fix There were two ways that would accomplish the fix. The first is going into the skeletal mesh of the character in blueprint, (make sure the skeletal mesh is selected) and pulling its Bounds Scale. [image] Bumping this…

---

_[View the full topic](https://forums.unrealengine.com/t/player-mesh-leaves-shadow-residues-on-ground-when-moving/1509986)._
