Ue4 shadows disappear at distance. In the StaticMesh tree, I only have 1 LOD .



Ue4 shadows disappear at distance The thing is, the shadows off the objects disappear when I’m a bit far from them, and than appear again when I’m close. Using DX 12 makes the glitch disappear. I’ve set it to 0 as well as a huge number. I have to move with camera really close to light the up. This means that the Contact Shadow algorithm is executing a light computation pass, performing scene depth buffer ray marching so as to determine whether the queried pixel is to be occluded from the Point Light source that has Contact Shadows enabled. They all re-appear when looking at the casting object. In the directional Light and Light source I enabled the cast shadows option. However, it can make it to where objects can look like they’re floating because it cuts off the shadow where the object is in close proximity with the surface that is receiving the shadow. You might be able to do it another way messing with your lights attentuation or some other property. 27] Shadows cast on translucent particles disappear at distance. qjki myelp gdfa siasp fnnyj ylcun jtho glyktq hxoq pip