Description

Cascaded Shadow Maps do not use the proper world size for octree culling. At far distances, the shadows are always culled.

Steps to Reproduce

1. Download the attached test project and open it.
2. Confirm that the CVar "r.Shadow.UseOctreeForCulling" is set to "1"
3. Confirm that the project is using cascade Shadow Maps
4. Observe the two meshes "1M_Floor" and "1M_Pillar", and the shadow cast by “1M_Pillar” onto “1M_Floor.”
5. Observe the identical meshes "5M_Floor" and "5M_Pillar", which do not have a shadow.
6. Observe that the only difference is that the 1M meshes are 1 million units from world origin, while the 5M meshes are five million units.
7. Execute the console command "r.Shadow.UseOctreeForCulling 0"
8. Observe that the 5M meshes now have a shadow.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-306140 in the post.

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Unresolved
ComponentUE - Graphics Features
Affects Versions5.6
CreatedJul 21, 2025
UpdatedJul 24, 2025
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