Light leaks when cast shadow disabled light is applied to the Hair material.

UE - Rendering - Shadows - Feb 27, 2023

There seems to be a leak in the ContactShadow determination in DeferredLightingCommon.ush ShadowRayCast(), but I could not determine if this is the specification. This problem always occurs from 4. ...

Shadow Map Method Shadow Maps doesn't allow for Static Meshes to shadow Moveable Meshes with a Stationary Light source

UE - Rendering - Shadows - Jan 5, 2023

This is a regression tested in //UE5/Release-5.0 CL20979098 Shadow Map Method Shadow Maps doesn't allow for Static Meshes to shadow Moveable Meshes with a Stationary Light source. ...

Disabling Cast Static Shadows on Stationary Lights causes dynamic shadows to not render

UE - Rendering - Shadows - Jan 3, 2023

Regression: Tested in UE5/Release-5.1, this issue occurs as well. The shadows render properly for the sphere when Virtual Shadow Maps is set as the Shadow Method, as well as when Ray Traced Shadows ...

Distance Field Shadows does not respect FSceneView::HiddenPrimitives

UE - Rendering - Shadows - Dec 5, 2022

Basically, APlayerController::HiddenActors, which is propagated into FSceneView::HiddenPrimitives is not used to skip shadow casters in the DF shadow implementation. Because this does not use the g ...

Raytraced Shadows don't render on landscape grass

UE - Rendering - Shadows - Nov 22, 2022

Regression: Tested in UE5/Release-5.0, the issue did not occur so this is a regression Cast Dynamic Shadow should be enabled in the Landscape Grass Type by default, so shadows should be cast by the ...

Animation may not cull when VSM is enabled

UE - Rendering - Shadows - Sep 12, 2022

When VSM is enabled, animation is not culled and animation continues to play. WhenVisibilityBasedAnimTickOption=OnlyTickPoseWhenRendered, animations outside the camera view are culled, but when VSM ...

SingleSampleShadowFromStationaryLights does not work in UE5 (when GPU-Scene is used)

UE - Rendering - Shadows - Jul 21, 2022

The flag is not propagated in FPrimitiveSceneShaderData::FPrimitiveSceneShaderData and so is missing in GPU-Scene primitive data. Need to add: .UseSingleSampleShadowFromStationaryLights(Proxy->UseS ...

Mesh "Self shadow only" setting is not applied with VSM

UE - Rendering - Shadows - Jun 23, 2022