Light bleeding on Procedural Mesh Component

Hello, was wondering if I could have a little help.

Every time the light goes behind a procedural mesh, I get the light bleeding from the edges. Both the directional light and skylight are set to movable and I’m a little stuck.

Thank you for your help

Same answer as when the player is near to the object the light does not leak but when the player is far the light leaks? - Rendering - Epic Developer Community Forums I think … the default cascaded shadow maps/dynamic shadow distance stationarylight setting is 0 on your light source, and you should raise it.