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 enoug ...
When Nanite is disabled at the project level with r.Nanite.ProjectEnabled=0, clustered deferred shading stops working. This happens because the FDeferredShadingSceneRenderer::RenderLights method doe ...
When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...
Nanite geometry does not cast Distance Field Shadows outside of the clipmap range for Virtual Shadow Maps. Non-Nanite geometry does cast these shadows. ...
A hard shadow edge occurs when displacement fade is enabled on a Nanite landscape with tessellation. This occurs on the edge between two clipmap levels of the VSM. The artefact can be somewhat red ...
When using Virtual Shadow Maps (VSM), widgets placed in world space do not cast any shadows. The same widgets correctly cast shadows when the Shadow Method is set to Shadow Maps instead of VSM. ...
Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...
Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...