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When objects on the surface of a planet are supposed to be in shadow, but the shadow caster surface is an extreme distance away, the object may be rendered as if it's not in shadow
This is due to how Virtual Shadow Maps are implemented in Unreal; they have a limitation where extremely far shadow casters do not cast shadows on near objects.
Back-faces of planet meshes do not yet shadow
Typically does not have a problem when near an atmosphere-having planet, as there is an extra shadow computation for the planet "surface" sphere.
Version details:
Unreal engine client program
v0.45.2 and many previous versions
Resolution:
We are working on reenabling Raytracing shadows, which do not have this issue
This will be at least partially addressed for VSM shadows by an update in the future