# Trees' Shadows not moving

**URL:** <https://forums.unrealengine.com/t/trees-shadows-not-moving/1221468>\
**Category:** World Creation\
**Tags:** Shadows, tree, unreal-engine\
**Created:** [July 6, 2023, 5:06pm UTC](https://forums.unrealengine.com/t/trees-shadows-not-moving/1221468 "2023-07-06T17:06:51Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![John\_CTS](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/john_cts/32/1197383_2.png) [@John\_CTS](https://forums.unrealengine.com/u/John_CTS)\
**Post date:** [February 4, 2024, 4:16pm UTC](https://forums.unrealengine.com/t/trees-shadows-not-moving/1221468/4 "2024-02-04T16:16:21Z")

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Hi Pateef - Just an FYI - I was having the same problem. Seems to be a long standing bug in UE. Doing the following fixed the issue for me:

Project Settings =\> Rendering =\> RAY TRACED SHADOWS =\> uncheck this box.

> [@Ray Traced Shadows Dont Work With World Position Offset on Instanced Static Mesh or Foliage](https://forums.unrealengine.com/t/ray-traced-shadows-dont-work-with-world-position-offset-on-instanced-static-mesh-or-foliage/465184):
>
> WorldPositionOffset works for Ray Traced Shadows/Reflections on a static mesh. (Have to check Evaluate World Position Offset in mesh rendering section). However, using that mesh in an Instanced Static Mesh or as Foliage breaks ray traced shadows and reflections. (They dont take into account the WPO ) This is critical for foliage that uses wind among other effects. Much thanks for any feedback / help with this

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