Weird circular shadows

Hey everyone. I’ve been trying to render a skeletal mesh inside a blueprint, everything looks fine but these weird circular (sometimes cubical) shadows on the mesh. I’ve changed shadow map method in project settings from ‘Virtual shadow maps’ to ‘Shadow maps’ and it helped a bit, but not completely.
Anyone knows how it can be fixed? I looked anywhere!

Update: it happens only with subsurface shading model.




Screenshot 2022-05-27 015242

Thank you!

This is a very common problem in real time technology, not only on unreal engine, the name is shadow acne, it is an artefact coming from the way the shadows are usually calculated. Without going too much in technical details, it happens because of the finite resolution of a depth texture against the calculation of your point of view, to know what is in shadow and what isn’t. If you like to know more, here is a full page, a bit technical tho’ Shadow Acne.

Anyway, the most common way to solve that, it is with a bias parameter, (usually known as Peter Panning :stuck_out_tongue:), you have a bunch of bias parameters inside the lights in UE, so use them to minimize your problem.

Cheers

Thank you so much! Playing with the bias settings and opacity parameter helped to fix this.

I know this thread is solved but for anyone that also has the problem, I fixed this by setting the “Shadow Map Method” to Shadow Maps instead of the Virtual Shadow Maps.