# \#Shadows

**URL:** https://forums.unrealengine.com/tag/shadows/191.md

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## [UE 5.1 Jagged Shadows?](https://forums.unrealengine.com/t/ue-5-1-jagged-shadows/787629)

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**Author:** [@Venomous\_Films](https://forums.unrealengine.com/u/Venomous_Films)\
**Replies:** 4\
**Last updated:** [October 31, 2026, 12:57am UTC](https://forums.unrealengine.com/t/ue-5-1-jagged-shadows/787629 "2026-10-31T00:57:47Z")

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I’ve noticed that certain prop shadows have very razor-jagged shadows. I have virtual shadows on and all other new settings with 5.1 and have zero clue what’s causing this and I feel it really takes you out of the exp…

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## [\[5.8\] Nanite: Owner No See mesh with Cast Hidden Shadow casts no shadow for its owner's camera (virtual shadow maps)](https://forums.unrealengine.com/t/5-8-nanite-owner-no-see-mesh-with-cast-hidden-shadow-casts-no-shadow-for-its-owners-camera-virtual-shadow-maps/2845872)

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**Author:** [@JolietBlues](https://forums.unrealengine.com/u/JolietBlues)\
**Replies:** 0\
**Last updated:** [October 27, 2026, 7:19pm UTC](https://forums.unrealengine.com/t/5-8-nanite-owner-no-see-mesh-with-cast-hidden-shadow-casts-no-shadow-for-its-owners-camera-virtual-shadow-maps/2845872 "2026-10-27T19:19:44Z")

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Summary Unreal Engine 5.8.2, built from the GitHub source release (tag 5.8.2-release). The shader at fault is byte-for-byte the same in the 5.8.4 source. A static mesh component with Nanite on, Owner No See on and Cast …

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## [UE 5.8 – Skeletal Meshes lose shadows with MegaLights at GI Medium (fix)](https://forums.unrealengine.com/t/ue-5-8-skeletal-meshes-lose-shadows-with-megalights-at-gi-medium-fix/2840756)

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**Author:** [@3th3r](https://forums.unrealengine.com/u/3th3r)\
**Replies:** 0\
**Last updated:** [October 15, 2026, 12:22pm UTC](https://forums.unrealengine.com/t/ue-5-8-skeletal-meshes-lose-shadows-with-megalights-at-gi-medium-fix/2840756 "2026-10-15T12:22:56Z")

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Title: UE 5.8 – Skeletal Meshes lose shadows with MegaLights at GI Medium (fix) In UE 5.8, Epic added some new CVars to the scalability settings. As a result, Skeletal Meshes are no longer represented in the Global Illu…

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## [Megascans trees with nanite and virtual shadow maps glitch](https://forums.unrealengine.com/t/megascans-trees-with-nanite-and-virtual-shadow-maps-glitch/1331351)

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**Author:** [@Nick.Ster](https://forums.unrealengine.com/u/Nick.Ster)\
**Replies:** 5\
**Last updated:** [September 28, 2026, 6:47pm UTC](https://forums.unrealengine.com/t/megascans-trees-with-nanite-and-virtual-shadow-maps-glitch/1331351 "2026-09-28T18:47:21Z")

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I have problem with shadows and Megascans trees. When nanite and ray tracing are enabled, trees are moving (with the wind) but shadows don’t, without ray tracing shadows are moving but some of them (like small branches s…

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## [Weird Nanite Landscape Shadows.](https://forums.unrealengine.com/t/weird-nanite-landscape-shadows/2832709)

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**Author:** [@DanielOS96](https://forums.unrealengine.com/u/DanielOS96)\
**Replies:** 1\
**Last updated:** [September 20, 2026, 12:39pm UTC](https://forums.unrealengine.com/t/weird-nanite-landscape-shadows/2832709 "2026-09-20T12:39:53Z")

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I am getting weird shadow issues on my landscape, disabling dynamic shadows fixed this by removing all the sand ripple shadows but I would like to get them working if possible, also the displacement that I am doing creat…

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## [Low resolution shadow using Virtual Shadow Maps](https://forums.unrealengine.com/t/low-resolution-shadow-using-virtual-shadow-maps/794246)

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**Author:** [@VinylTheDuster](https://forums.unrealengine.com/u/VinylTheDuster)\
**Replies:** 8\
**Last updated:** [September 4, 2026, 4:39pm UTC](https://forums.unrealengine.com/t/low-resolution-shadow-using-virtual-shadow-maps/794246 "2026-09-04T16:39:08Z")

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Hi! Since several weeks, I’m working on a shadow resolution issue that appears when I use Virtual Shadow Maps on Unreal Engine 5.1, here is an image: As you can see, the shadow on the models are like chiseled, havin…

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## [Back-lit slope self-shadow / shadow is clipped when camera pans or zooms in beyond a certain angle.](https://forums.unrealengine.com/t/back-lit-slope-self-shadow-shadow-is-clipped-when-camera-pans-or-zooms-in-beyond-a-certain-angle/2746583)

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**Author:** [@Jason.Zoe](https://forums.unrealengine.com/u/Jason.Zoe)\
**Replies:** 0\
**Last updated:** [August 26, 2026, 10:07am UTC](https://forums.unrealengine.com/t/back-lit-slope-self-shadow-shadow-is-clipped-when-camera-pans-or-zooms-in-beyond-a-certain-angle/2746583 "2026-08-26T10:07:13Z")

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I tried this but it didn’t work.

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## [Weired megaplants reflections and shadows](https://forums.unrealengine.com/t/weired-megaplants-reflections-and-shadows/2746056)

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**Author:** [@code7](https://forums.unrealengine.com/u/code7)\
**Replies:** 0\
**Last updated:** [August 24, 2026, 11:47am UTC](https://forums.unrealengine.com/t/weired-megaplants-reflections-and-shadows/2746056 "2026-08-24T11:47:57Z")

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Hi. I exported Megaplants(trees) to static meshes and painted them on the landscape. They look fine, but in the reflections and shadows, they looks like triangles. i use HDRI backdrop, and i see low-quality reflections o…

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## [Flickering lighting / shadows on moving Skeletal Meshes](https://forums.unrealengine.com/t/flickering-lighting-shadows-on-moving-skeletal-meshes/501543)

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**Author:** [@Hammerhead\_Anims](https://forums.unrealengine.com/u/Hammerhead_Anims)\
**Replies:** 2\
**Last updated:** [July 31, 2026, 3:00pm UTC](https://forums.unrealengine.com/t/flickering-lighting-shadows-on-moving-skeletal-meshes/501543 "2026-07-31T15:00:12Z")

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Hey everyone, I’m encountering an issue in 4.26 and 4.27 where skeletal meshes have light / shadow flickering when they move. Below you can see a test setup I made to demonstrate it. It’s just an elongated box mesh attac…

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## [Prevent Mesh/Ocean/Water (Single Water Layer) From Receiving Shadows](https://forums.unrealengine.com/t/prevent-mesh-ocean-water-single-water-layer-from-receiving-shadows/2657878)

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**Author:** [@AssemblerJohn](https://forums.unrealengine.com/u/AssemblerJohn)\
**Replies:** 8\
**Last updated:** [July 14, 2026, 4:29am UTC](https://forums.unrealengine.com/t/prevent-mesh-ocean-water-single-water-layer-from-receiving-shadows/2657878 "2026-07-14T04:29:08Z")

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TL;DR; #define DISABLE\_FORWARD\_DIRECTIONAL\_LIGHT\_SHADOW 1 Place this define in ‘BasePassPixelShader.usf’ at line 176 (outside the quality define) Hello! I would require to prevent an arbitrary object from RECEIVING …

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## [How do I fix the preview icon showing up on all my textures?](https://forums.unrealengine.com/t/how-do-i-fix-the-preview-icon-showing-up-on-all-my-textures/675733)

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**Author:** [@GarboJunkie](https://forums.unrealengine.com/u/GarboJunkie)\
**Replies:** 16\
**Last updated:** [June 22, 2026, 5:26pm UTC](https://forums.unrealengine.com/t/how-do-i-fix-the-preview-icon-showing-up-on-all-my-textures/675733 "2026-06-22T17:26:16Z")

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Hello, I have looked online for solutions to this issue. Some other posts on the forums mentioned rebuilding my lighting to remove the preview icon from my textures. I tried that amongst other things but none of it work…

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## [Rendering Crash in 5.7 - PreshadowCacheLayout.RemoveElement](https://forums.unrealengine.com/t/rendering-crash-in-5-7-preshadowcachelayout-removeelement/2724814)

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**Author:** [@HeliusCarthaxis](https://forums.unrealengine.com/u/HeliusCarthaxis)\
**Replies:** 6\
**Last updated:** [June 6, 2026, 5:36pm UTC](https://forums.unrealengine.com/t/rendering-crash-in-5-7-preshadowcachelayout-removeelement/2724814 "2026-06-06T17:36:25Z")

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Anyone else encounter this? I only see it in packaged build, but it’s persistent! If it helps, here’s some notes on my project’s settings: No Lumen, no Nanite, no VSMs, no raytracing Baked lighting, using all Stationa…

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## [Square Artifacts at edges of Area Lights](https://forums.unrealengine.com/t/square-artifacts-at-edges-of-area-lights/2726335)

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**Author:** [@Vedoxox](https://forums.unrealengine.com/u/Vedoxox)\
**Replies:** 0\
**Last updated:** [June 4, 2026, 8:29pm UTC](https://forums.unrealengine.com/t/square-artifacts-at-edges-of-area-lights/2726335 "2026-06-04T20:29:36Z")

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Hey everybody! got a XR project on 5.7.4 and running into this interesting rendering behavior. there are square tile artifacts that appear to be relative to screen space and are present on the edges of area lights and al…

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## [What's the Best Practice to Cast Shadows in First Person Camera from 3rd Person Mesh](https://forums.unrealengine.com/t/whats-the-best-practice-to-cast-shadows-in-first-person-camera-from-3rd-person-mesh/524036)

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**Author:** [@CloudManX](https://forums.unrealengine.com/u/CloudManX)\
**Replies:** 4\
**Last updated:** [May 30, 2026, 1:01pm UTC](https://forums.unrealengine.com/t/whats-the-best-practice-to-cast-shadows-in-first-person-camera-from-3rd-person-mesh/524036 "2026-05-30T13:01:56Z")

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Hello Developers, I am currently building a FPS game and want to have the effect where I can see the full shadow of the player avatar under the first person camera. This is sort of accomplished by following the setup m…

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## [Lumen Billboard Grass Bad Shadows in UE5](https://forums.unrealengine.com/t/lumen-billboard-grass-bad-shadows-in-ue5/527534)

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**Author:** [@Taranjyot.Singh](https://forums.unrealengine.com/u/Taranjyot.Singh)\
**Replies:** 13\
**Last updated:** [May 26, 2026, 12:55pm UTC](https://forums.unrealengine.com/t/lumen-billboard-grass-bad-shadows-in-ue5/527534 "2026-05-26T12:55:00Z")

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Hey Guys, I have been playing around Lumen and cannot figure out the black shadows on the grass. The shadows are disabled and I have tried different types of materials but still getting this bloby shadow noise when th…

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## [Weird shading/lighting on my model while using meta quest 3 XR](https://forums.unrealengine.com/t/weird-shading-lighting-on-my-model-while-using-meta-quest-3-xr/2721611)

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**Author:** [@GingerSaurusR3x](https://forums.unrealengine.com/u/GingerSaurusR3x)\
**Replies:** 2\
**Last updated:** [May 20, 2026, 2:22pm UTC](https://forums.unrealengine.com/t/weird-shading-lighting-on-my-model-while-using-meta-quest-3-xr/2721611 "2026-05-20T14:22:26Z")

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I have been working on a mixed reality demo that centers around different trucks. In all of my files so far, I have had issues with the lighting or the shading or possibly the materials. Some materials appear much darker…

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## [UE5.7 Uses LOD 1 for RT shadows instead of LOD 0, how to fix?](https://forums.unrealengine.com/t/ue5-7-uses-lod-1-for-rt-shadows-instead-of-lod-0-how-to-fix/2721127)

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**Author:** [@Naiuma](https://forums.unrealengine.com/u/Naiuma)\
**Replies:** 0\
**Last updated:** [May 10, 2026, 8:56am UTC](https://forums.unrealengine.com/t/ue5-7-uses-lod-1-for-rt-shadows-instead-of-lod-0-how-to-fix/2721127 "2026-05-10T08:56:48Z")

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Hello guys, UE5.7 Uses LOD1 for RT shadows instead of LOD0, do you know how to fix? Sometimes deleting the DerivedDataCache folder helps but only temporarily. r.RayTracing.Shadows 0 helps but I would prefer to have it e…

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## [Is there any way to disable self-shadowing?](https://forums.unrealengine.com/t/is-there-any-way-to-disable-self-shadowing/346838)

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**Author:** [@Arkiras](https://forums.unrealengine.com/u/Arkiras)\
**Replies:** 6\
**Last updated:** [April 28, 2026, 9:44am UTC](https://forums.unrealengine.com/t/is-there-any-way-to-disable-self-shadowing/346838 "2026-04-28T09:44:57Z")

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I have a static mesh which I want to disable the self-shadowing on, problem is that I want it to still have shading and I still want it to cast/receive shadows on/from other objects. (So an unlit material will not work) …

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## [Are shadows on translucent material really not possible?](https://forums.unrealengine.com/t/are-shadows-on-translucent-material-really-not-possible/387188)

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**Author:** [@anonymous\_user\_ca1854a0](https://forums.unrealengine.com/u/anonymous_user_ca1854a0)\
**Replies:** 8\
**Last updated:** [April 21, 2026, 3:05pm UTC](https://forums.unrealengine.com/t/are-shadows-on-translucent-material-really-not-possible/387188 "2026-04-21T15:05:55Z")

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I’m talking about RECEIVING shadows, not casting them. I’ve read here and there that a dynamic shadow should work, but my light is set to dynamic and I still have this result: None of the Lighting models in the shade…

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## [Disable shadows from widget component?](https://forums.unrealengine.com/t/disable-shadows-from-widget-component/661429)

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**Author:** [@Bright360F](https://forums.unrealengine.com/u/Bright360F)\
**Replies:** 16\
**Last updated:** [April 16, 2026, 7:16am UTC](https://forums.unrealengine.com/t/disable-shadows-from-widget-component/661429 "2026-04-16T07:16:36Z")

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Hello everyone. I’m currently working on a simple VR game. I’ve put in a UI Widget Component on the left controller. The UI buttons are however completely blacked out due to shadows, and I have no idea how to fix this. …

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## [Shadow on translucent material disappear at distance](https://forums.unrealengine.com/t/shadow-on-translucent-material-disappear-at-distance/278179)

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**Author:** [@beasthacker](https://forums.unrealengine.com/u/beasthacker)\
**Replies:** 12\
**Last updated:** [April 6, 2026, 10:19pm UTC](https://forums.unrealengine.com/t/shadow-on-translucent-material-disappear-at-distance/278179 "2026-04-06T22:19:50Z")

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Hello, I’m not sure if this is a bug, setup issue or intended behavior so any input is appreciated. The first image of Saturn is the desired result. Up close the planet looks as intended with the body of the planet cas…

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## [Looking for improvements for Scene Capture 2D lighting/shadows](https://forums.unrealengine.com/t/looking-for-improvements-for-scene-capture-2d-lighting-shadows/2706060)

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**Author:** [@JeffTheGuy44](https://forums.unrealengine.com/u/JeffTheGuy44)\
**Replies:** 0\
**Last updated:** [March 14, 2026, 1:35am UTC](https://forums.unrealengine.com/t/looking-for-improvements-for-scene-capture-2d-lighting-shadows/2706060 "2026-03-14T01:35:35Z")

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I’m using a Scene Capture 2D component to make a portal and I can’t get the shadows/lighting to look close enough to the player’s view that it’s not a jarring change in shadows, especially with metal/reflective materials…

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## [Splotchy shadows cast by single hairs when only using SkyLight as light source](https://forums.unrealengine.com/t/splotchy-shadows-cast-by-single-hairs-when-only-using-skylight-as-light-source/2705677)

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**Author:** [@Leofwin](https://forums.unrealengine.com/u/Leofwin)\
**Replies:** 1\
**Last updated:** [March 12, 2026, 10:27pm UTC](https://forums.unrealengine.com/t/splotchy-shadows-cast-by-single-hairs-when-only-using-skylight-as-light-source/2705677 "2026-03-12T22:27:15Z")

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Heyhey, guys! :\] I want to create some renders in UE5 of a beetle with a groom asset I’ve been working on for a while. As main light source, I want to use my favorite HDRI because it sets up a good lighting scene by it…

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## [Weird and awful shadows in UE4.27 ](https://forums.unrealengine.com/t/weird-and-awful-shadows-in-ue4-27/2697345)

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**Author:** [@KitNight\_off](https://forums.unrealengine.com/u/KitNight_off)\
**Replies:** 2\
**Last updated:** [March 3, 2026, 5:17pm UTC](https://forums.unrealengine.com/t/weird-and-awful-shadows-in-ue4-27/2697345 "2026-03-03T17:17:10Z")

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Hi, I’m having a problem with shadows on UE4.27. I made a bedside table mesh in Blender that is a 1k poly model, I’m blocking out my scene and don’t have any textures yet. I baked my lights in production mode, but for s…

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## [How to create a light component that controls turning on and off lights casting shadows based on player distance using blueprints?](https://forums.unrealengine.com/t/how-to-create-a-light-component-that-controls-turning-on-and-off-lights-casting-shadows-based-on-player-distance-using-blueprints/2700598)

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**Author:** [@Stefan\_9911](https://forums.unrealengine.com/u/Stefan_9911)\
**Replies:** 2\
**Last updated:** [February 26, 2026, 1:54pm UTC](https://forums.unrealengine.com/t/how-to-create-a-light-component-that-controls-turning-on-and-off-lights-casting-shadows-based-on-player-distance-using-blueprints/2700598 "2026-02-26T13:54:28Z")

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Hi, I need to control the shadow casting of the movable lights based on player distance from them. My idea was to make a component and add it to the lights I want to control. But as I am not well experienced in stuff lik…

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## [4.15 Error - 'Too Many Overlapping Shadowed Moveable Lights, Shadowcasting Disabled'](https://forums.unrealengine.com/t/4-15-error-too-many-overlapping-shadowed-moveable-lights-shadowcasting-disabled/387587)

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**Author:** [@Oscar\_Cooke-Abbott](https://forums.unrealengine.com/u/Oscar_Cooke-Abbott)\
**Replies:** 8\
**Last updated:** [February 14, 2026, 12:48pm UTC](https://forums.unrealengine.com/t/4-15-error-too-many-overlapping-shadowed-moveable-lights-shadowcasting-disabled/387587 "2026-02-14T12:48:51Z")

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I’ve just upgraded a project from 4.14 to 4.15, and have started getting this error for my blueprint, which essentially spawns ceiling lights for an office. It disables some of the lights, but leaves others enabled. Ob…

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## [Fixing shadows in third person level template ](https://forums.unrealengine.com/t/fixing-shadows-in-third-person-level-template/2696459)

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**Author:** [@VideogaMad](https://forums.unrealengine.com/u/VideogaMad)\
**Replies:** 0\
**Last updated:** [February 1, 2026, 10:19pm UTC](https://forums.unrealengine.com/t/fixing-shadows-in-third-person-level-template/2696459 "2026-02-01T22:19:21Z")

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Hi! I’m new here. I’m VideogaMad. I noticed that the shadow of the character model moves more slowly, as if it weren’t really attached to the model. I also have a video, but I can’t attach it because I’m a new user. Wh…

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## [Ray-Traced Shadows on Nanite Skeletal Meshes: Shadows Appear to Ignore Displacement - Bug or Limitation? ](https://forums.unrealengine.com/t/ray-traced-shadows-on-nanite-skeletal-meshes-shadows-appear-to-ignore-displacement-bug-or-limitation/2352546)

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**Author:** [@ShiinaE](https://forums.unrealengine.com/u/ShiinaE)\
**Replies:** 3\
**Last updated:** [January 31, 2026, 6:55pm UTC](https://forums.unrealengine.com/t/ray-traced-shadows-on-nanite-skeletal-meshes-shadows-appear-to-ignore-displacement-bug-or-limitation/2352546 "2026-01-31T18:55:19Z")

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Hi everyone, I’ve been working with ray-traced shadows on Nanite skeletal meshes and noticed something unusual. It seems like the shadows are being calculated based on the mesh’s original geometry before displacement is…

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## [Left Eye Shadow Flickering in VR with Virtual Shadow Maps](https://forums.unrealengine.com/t/left-eye-shadow-flickering-in-vr-with-virtual-shadow-maps/1844832)

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**Author:** [@n00200846](https://forums.unrealengine.com/u/n00200846)\
**Replies:** 9\
**Last updated:** [December 24, 2025, 6:39am UTC](https://forums.unrealengine.com/t/left-eye-shadow-flickering-in-vr-with-virtual-shadow-maps/1844832 "2025-12-24T06:39:21Z")

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Any time I have more than one light in the scene, the left eye of my HMD has shadows flickering on and off - I’ve attached a video showing it. Happened in versions both 5.3 and 5.4.

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## [How can I remove Shadow Artifacts on my Landscape produced by Nanite Tesselation?](https://forums.unrealengine.com/t/how-can-i-remove-shadow-artifacts-on-my-landscape-produced-by-nanite-tesselation/2615472)

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**Author:** [@Sailor\_Neptun](https://forums.unrealengine.com/u/Sailor_Neptun)\
**Replies:** 1\
**Last updated:** [December 23, 2025, 3:51am UTC](https://forums.unrealengine.com/t/how-can-i-remove-shadow-artifacts-on-my-landscape-produced-by-nanite-tesselation/2615472 "2025-12-23T03:51:09Z")

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Hello, I’ve tried to look into this problem (see Title) but to no success. Unfortunately I would need to use some sort of Tesselation because i want to displace my terrain via it’s Material. Here you can see how the ar…

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