Shadow artifact with skeletal mesh

Hello there,

I am having strange shadow artifacts left behin my character when moving. I have not idea where this comes from which makes searching for a solution tricky, so any pointers or ideas that might help me figure out is welcome.

Thanks !!

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Did you have any luck figuring this out? We experience the same problem and so far it seems nobody has found a solution :confused:

No such luck. Sorry.

Changing the shadow map method in the project settings removed the artifacts for me (it did make my shadows more blurry though)

The reason this happens is that the Virtual Shadow maps use your character’s bounds to determine when to cull the shadows. The bounds for the mesh are too small, so parts of your character are sticking out. This is an issue with VSM. There are two fixes. The first is to adjust the physics asset for your character to fully encompass all geometry of your character. If the physics asset is too small, then you get the issue.
Alternatively, if you don’t want to adjust the physics mesh as this can sometimes result in floating limbs, then the next option is to adjust the mesh bounds. Open up your skeletal mesh in Persona (double click) and in the viewport, click on the Character menu → Mesh → Bound and make sure it’s checked.

Then in the Asset Details search for bounds. You will see the positive and negative bounds extension. Adjusting the positive value will add X units to the bounds in the positive axis and the negative will move it in the other direction. If for example you want to add 10 units in the X, then use 5 in both positive and negative X and it will adjust 10 units from the center. Otherwise it will only move in one direction which can also be useful for some meshes (character’s with a large stomach).