Raytraced shadows coming from point light appear in viewport but not in sequencer render


Left image is the viewport which is showing normal raytraced shadows, Right-side image is the render coming out of the render queue. It sees that raytraced shadows are not appearing in renders for skeletal meshes…

After spending 10 hours on the matter, Here’s a quick update…
i noticed that there are some characters with and others without shadows, so as it turns out, there’s a limit to the amount of skeletal meshes that accept raytracing shadows in sequencer render…

SO it turns out 54 skeletal meshes render with raytraced shadows, the 55th + render without raytraced shadows…

So if anyone can help with this it would be amazing because i have 300 skeletal meshes in the scene, so is tehre a way to raise unreal’s limitation? specially since they render okay in viewport