Stationary lights breaks shadows if source length > 100
stationary point lights create wrong shadows on movable/stationary objects if light source length exceeds a value of 100 (after bake). See gif for a better understanding. Why is that so (by design or possibly a bug)?
Besides this, i still wonder how stationary lights create shadows. These shadows are obviously different from movable lights but both write to a shadow map. Where is there difference in detail? Did i understand it right, they are creating shadows by generating distance fields (even when distance fields are disabled in project) and use this volume information to render a shadow map (according to this: https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/LightMobility/StationaryLights )?
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