Hey so I have been messing around with rendering settings in unreal and I have now got reaally fuzzy/glitchy shadows on my lights. Does anyone know exactly what setting is doing this.
If I turn off ray traced shadows they go away, but I am wanting to have ray traced shadows enabled.
I am using standalone ray traced, deferred shading, nanite OFF, Lumen OFF, Shadow maps(NOT VIRTUAL).
I can send a picture of settings if needed.
Thanks.
I can’t see the issue from your screenshots. First thing to check is if your light source is intersecting with any meshes. That will cause funkiness. Then you can also use the source radius to control the softness / harshness of the shadows.
If you think it was working okay before and now is screwy, consider recreating this in a new level or new project. If you’re somewhat new to this (or even if not) it’s easy to get sucked into a black hole of clicking every combination of checkboxes and sliders when a clean start will set you straight and make sure you’re learning what gets changed next time.
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Thanks for your help, I think the problem is having ray traced shadows enabled with moveable lights. Once I made them static they work as intended.
Movable lights shouldn’t be a problem. Static lights will act as if they are Movable anyways until they are baked, at which point they won’t use raytracing at all. The Mobility is the only thing you are changing to get different results?