Shadows disappear when changing FOV with CSM+DFS+DFAO

I’m using CSM+DFAO and it works fine 99.9% of the time. However, any time I use my little zone function, that takes the FOV from 90 to 60, the shadows break for no reason. The scalability is set to high and I’m not using any custom changes to the settings for shadows.

Here is a video of what I’m talking about:
[click here for video][1]

Here are my light settings for the directional light and the skylight:

Here are my DFAO and mesh DF views:

EDIT: It appears to be some kind of angle cutoff or something? Notice where the zoom dot is in these two. As the camera gets closer to being perpendicular with the ground, it removes all of the shadowing. As I run toward it, it appears to still use CSM because the shadows will slowly come back into view as I run toward it (my csm isn’t set for a really far distance), but the distance field shadows are what disappear. Meanwhile, the DFAO still works.

If you want to bake lights durning game play so to change them too durning game play you need to set all of them to Movable. Pay attenction movable lights use alot of hardware power!! But you can do what you try to do with them

It’s not a movable light because it’s not going to change and I’m using only dynamic lighting. I have no intentions of baking any of the lights(It’s even turned off in my project settings).

Movable is not used only to move the light but also to change it so if you want to take down this light to use an alternative you need to set it to Movable coz you change it on turning on and off

The directional light is the “sun” of the scene that generates the CSM and DFS. It’s not going to be turned on or off. My skylight is set to movable and is what generates the DFAO.

Hey Ironic Paradox,

If you have disabled static lighting in your project settings you aren’t getting any real benefit from using a stationary light. A stationary light is meant to be used with baked lighting as it transitions from dynamic shadows to static (normally without RTDFS enabled). You can still set the CSM distance to be pretty short for a moveable light and just use RTDFS from that point on.

Just because the mobility type is “moveable” doesn’t mean that it should only be used for moving lights (I know it’s a little confusing) it means that it can move therefore it is dynamic. Since you only want to use dynamic lighting a moveable directional light is the way you want to go. (this isn’t what is causing the bug and you can continue to use stationary just wanted to point that out :slight_smile: )

[EDIT] I have reproduced this issue and logged a ticket here: Unreal Engine Issues and Bug Tracker (UE-43978)

I tried to find a quick workaround, but it looks like this may need work done on the source code. I apologize, you may need to stick with just CSMs for now if this issue is causing you problems.

Ed