Virtual Shadow Maps not working on high resolution projector machine

Alright, so the fact that the debug command did not work means that indeed, the engine is turning off Virtual Shadow Maps. The scalability results are indeed alarming. 3 should be Epic scalability- aka virtual shadow maps- but the “custom” indicates that something is being forcibly overwritten- likely what is forcing the regular shadow maps.

Typing in “scalability 3” or “sg. ShadowQuality 3” doesn’t fix this?

If you have not manually adjusted any of your scalability settings (you can check this in the .ini file, or if there is custom blueprint/Cpp code to adjust scalability that would be the culprit) then the next steps I would suggest is just optimizing your project to try and force VSM to re-enable. I would temporarily switch TSR to TAA and turn off Lumen, then check if VSM re-enabled.

To sum it all up, something is forcing VSM to disable, though if it was through traditional methods I would expect the scalability settings to downgrade to 2 instead of reverting to a custom method. Make sure there is nowhere that your scalability settings are being overridden or being dynamically set, try and force it to full quality, and if nothing else works, force optimization methods to see if it will dynamically re-enable (you may have to run the command “scalability auto” to force the update). You can also add a command to your editor’s level blueprint to force scalability settings, though a warning, that might tank your performance when you send out the build. If you do this method, I would recommend adding in manual scalability overrides.