System Specs:
- Unreal Engine 5.7.4
- Windows 11 / NVIDIA RTX 5080
- Shadow Method: Virtual Shadow Maps (VSM)
Description:
I am a beginner in Unreal Engine 5 and I am encountering an issue where a circular shadow area follows the camera when viewing grass (Nanite foliage / PCG) from a high angle.
Shadows are only rendered within a certain radius around the camera. Beyond that radius, they disappear, creating a visible “circle” on the landscape. This occurs both in the Perspective viewport and when using a CineCamera.
What I have tried (no effect):
- Adjusted Directional Light and Post Process Volume settings, but the radius did not change.
- Tried the following console commands (no visible effect):
r.Shadow.Virtual.ResolutionLodBiasDirectional -1.5r.Shadow.Virtual.ClipmapLodBias -2
- Disabling “Cast Shadows” on the Directional Light removes the circle, but I want to extend the shadow distance, not remove shadows.
- Setting Nanite “Keep Triangle Percent” to 0 removes the circle, but severely degrades mesh quality.
Goal:
Since I am using an RTX 5080, I would like to render high-quality shadows over a much larger distance for cinematic purposes.
Is this expected behavior in UE 5.7.4?
Are there specific Virtual Shadow Map or Nanite settings that control shadow distance or clipmap range?
I am still learning the UI, so it would help if you could also mention where these settings are located in the editor.
*Note: This post was written using a translation tool. I apologize if any part sounds unnatural.*
