How to improve/fix these dynamic shadow artifacts/lines on point lines?

What must I adjust to improve, and hopefully remove these shadow artifacts/abnormalities seen in the image? They come from dynamic point lights.


This is just one instance, there are more, even in flat surfaces.

Hello Attepo,

In order to understand this issue I would like some more information from you.

1.) If you would link me a copy of your DxDiag?
2.) If you would provide some reproduction steps for how you created the scene in your screenshot.

I created a new project in 4.9. I then added a new blank level with no lights or geometry in the scene. I then added a cube and a cylinder as well as a point light. I changed the point light to movable/fully dynamic, changed the lighting to production, and built the scene.

I am not seeing the banding that you are seeing. After completing the two steps above please post again and I will continue to investigate this issue.

Hello, thank you for answering.

The level contains many meshes created with BSP and converted to Static Meshes, however I feel these are relevant:

  • The cylinder is scaled to (5;5;20), try placing this inside a room (basic hollow BSP converted to mesh with complex collision) of about 1800cm xyz;

  • The Point Lights surrounding it have an attenuation radius of 2000 and intensity 30000;

  • The world has ‘forced no precomputed lighting’ enabled;

Hopefully you can somewhat replicate it with that.

I have run across a similar issue that I believe directly correlates to the problem you are having.

Please look at this post : Point Light bad light problems lines without light - Rendering - Epic Developer Community Forums

This should give you a greater insight as to what is occurring in your project, troubleshooting guides, and documentation in case you have any further questions.

Thank you, you’ve been most helpful. Don’t know if I can give you a vote for being helpful or something, but if I did, I would.

I was not aware of Ray Traced Distance Field. I wonder about all the other cool things you can do that I do not yet know.

I’m trying the Ray Traced method and it solved those lines problem but I seem to be getting this:


I think they might be self-shadowing artifacts but I can’t seem to fix it properly with ‘Ray Start Offset Depth Scale’ nor shadow bias.

Nevermind, it was the distance field resolution being too low for this particular mesh.

Consider this question solved, thank you!