Help optimizing scene capture (directional light casting shadows when it shouldn't)

I’m having an issue where I have a BP scenecapture2d with a very small rendering radius as well as a whitelist to only render a couple of unlit, non-shadowcasting objects.

For some reason however it’s spending 9+ms rendering shadows for the second cascade of my directional light.

Anyone have any idea why this would be? This is for a project that is shipping soon so it would be a huge help if anyone has some advice. I don’t believe I was seeing this issue in older versions of the engine when I created this feature originally.

ook

Another strange behavior is that it seems to render the height fog into the scene as well even though that actor is not added to the whitelist.

Ok it seems like there’s some advanced showflags in the scencapture2d actor that aren’t available in the scenecapture component?

Even if I disable all these showflags except staticmeshes it still spends 7+ms in “CaptureSceneComponent” is this normal?

Sorry I should note this is with a whitelist of a single unlit opaque static mesh.

Sorry to keep spamming but I’m now seeing even stranger behavior where if I have a single capture in my scene it takes about 7ms to draw in CaptureSceneComponent. However if I add a second capture now the original one take 0.09ms to draw and the new one I have added takes 7ms.

When really neither of them should be drawing much of anything. (A single unlit mesh each)

Feels like something is kind of broken here.

I’ve noticed similar behavior.
There should be additional flags for disabling rendering fog, lights and possibility to rendering in unlit mode