When changing the camera FOV with r.Shadows.CSMCaching enabled, the cached shadows don't appear to be used and shadows are missing. This occurs because the r.Shadow.RadiusThreshold can be low enough to exclude some objects from CSM, but they are included in the cached shadows, this is particularly noticable on the Medium scalability setting and below where r.ShadowRadiusThreshold is higher and the internal screen resolution often is lower.
Update: This issue may be specific to non-Nanite ISMs which are culled on the GPU and which can use IsInstanceVisible in BuildInstanceDrawCommands.usf which calls Cull.ScreenSize(DrawCommandDesc.MinScreenSize, DrawCommandDesc.MaxScreenSize);
Steps to Reproduce
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-372125 in the post.
| 1 |
| Component | UE - Rendering - Graphics Features - Shadows |
|---|---|
| Affects Versions | 5.7 |
| Created | Mar 30, 2026 |
|---|---|
| Updated | May 15, 2026 |