I’ve reported this issue with UE-11026. When I tested this I tested with 4.6, 4.7, and our internal build of what will become 4.8. This was happening in all three and is not isolated to being an issue directly related to 4.7. I was able to see that using stationary lights cause clipping artifacts. If the directional was made to be movable from stationary it would lose all shadows. When going back to stationary these shadows would remain removed until lighting was rebuilt.
This ticket is currently backlogged at the moment. I know it gets old hearing, but once a fix has been submitted I will be able to post back here with more details and a release of the engine that this will be included in. Unfortunately there are only a limited number of developers vs the bugs that have to be prioritized.
I did just try this in our what will be our 4.11 build and I’m not seeing an issue like before though. While that doesn’t mean it is fixed, maybe it’s improved there.
It’s still part of the same issue. It’s dependent on the view angle. For instance, using the Third Person template the shadow doesn’t work at regular view angles for third person, but adjusting the camera to be overhead will allow the shadow to be visible.
This is ticket is still backlogged at the moment though.
Using 4.13.1 and shadows are still not visible through orthographic cameras. You can almost get around this issue by using a perspective camera with a very small FOV and then moving the camera very far away to see enough of your scene. Are there any better workarounds?
Currently not planned to be added to 4.14. It’s backlogged at the moment and I’m not aware of any significant work planned for the Orthographic view it may be a while yet before this is fixed. With full source availability, you do have the option to implement the fixes yourself as well.