# Strange shadow remnants

**URL:** <https://forums.unrealengine.com/t/strange-shadow-remnants/2674635>\
**Category:** Rendering\
**Tags:** unreal-engine, Lighting, Blueprint, question\
**Created:** [November 13, 2025, 1:06pm UTC](https://forums.unrealengine.com/t/strange-shadow-remnants/2674635 "2025-11-13T13:06:38Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![itsmemoulder](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@itsmemoulder](https://forums.unrealengine.com/u/itsmemoulder)\
**Post date:** [November 13, 2025, 1:06pm UTC](https://forums.unrealengine.com/t/strange-shadow-remnants/2674635/1 "2025-11-13T13:06:38Z")

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Hello friends

I have a very simple scene. Not using lumen, using screen space for Gi and reflections.

I have either ray traced shadows, vsm or shadow maps, the issue still exists.

Most of the scene is in shadow from a directional light, it’s literally a new basic level with the light that comes with it but I’ve added post process to control exposure.

when my character moves there are some ghostly shadows of their footstep that lingers and goes. And sometime when moving the camera low it’s as if there’s a big shadow of the character hitting a distant wall.

I can’t provide a clip right now but happy to later. Perhaps the off chance is someone has encountered this and knows how to fix it.

Thanks in advance

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**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:** [November 13, 2025, 1:33pm UTC](https://forums.unrealengine.com/t/strange-shadow-remnants/2674635/2 "2025-11-13T13:33:33Z")

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See this post

> [@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…
