Translucency and dynamic shadow receiving?

This actually is in the engine… and on by default. Just not the way you would expect. If you open up the console and type r.TranslucencyVolume (or something similar, I’m not at my computer to check) there are a bunch of settings to adjust the resolution and range of the translucency volume, which is used to calculate translucent lighting. By default, the resolution is at 64, the inner range is 1500 and the outer range is 5000. If you lower the inner distance to 500, then the resolution will be compressed to being used in a 500cm area instead of a 1500cm one, making the shadows much more clear up close, and with no performance hit. You can do the same thing with the outer distance if you need high resolution at long range. Finally if you have extra processing power, you can flat out increase the resolution. However, it scales very poorly. Increasing it to 128 put a notable strain on my 980ti, and putting the resolution at 256 plummeted my FPS from 60 to 20 in editor. Still, it’s an option if needed for screen captures.

Hope this is what you were looking for!