# Shadows disappearing

**URL:** <https://community.cesium.com/t/shadows-disappearing/28759>\
**Category:** Cesium for Unreal\
**Created:** [December 17, 2023, 1:54am UTC](https://community.cesium.com/t/shadows-disappearing/28759 "2023-12-17T01:54:27Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![b\_love](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/b_love/32/14000_2.png) [@b\_love](https://community.cesium.com/u/b_love)\
**Post date:** [December 17, 2023, 1:54am UTC](https://community.cesium.com/t/shadows-disappearing/28759/1 "2023-12-17T01:54:27Z")

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I am creating architectural cinematics. Mostly aerials. As soon as a segment of the map goes off screen, I guess it stops streaming and the shadow it creates disappears. How can I stop this?  
 ![test](https://global.discourse-cdn.com/cesium/original/3X/8/0/80ed36347a3a3dcac6919b241d3128338c08332a.gif)

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**Author:** ![jdh2550](https://avatars.discourse-cdn.com/v4/letter/j/e19adc/32.png) [@jdh2550](https://community.cesium.com/u/jdh2550)\
**Post date:** [December 17, 2023, 8:47pm UTC](https://community.cesium.com/t/shadows-disappearing/28759/2 "2023-12-17T20:47:07Z")

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In the Cesium 3D Tile Set clear the Tile Culling → Enable Fulstrum Culling.

(This is covered in the quickstart tutorials)

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**Author:** ![Kevin\_Ring](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/kevin_ring/32/2003_2.png) [@Kevin\_Ring](https://community.cesium.com/u/Kevin_Ring)\
**Post date:** [December 19, 2023, 5:28am UTC](https://community.cesium.com/t/shadows-disappearing/28759/3 "2023-12-19T05:28:12Z")

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Here’s the part of the tutorial that covers it:

> **[Placing Objects on the Globe](https://cesium.com/learn/unreal/unreal-placing-objects/#what-you-dont-see-is-what-you-dont-get)**
>
> This tutorial demonstrates how Cesium for Unreal integrates with Unreal Engine and explains how to add simple Unreal Engine objects to a level.

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**Author:** ![b\_love](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/b_love/32/14000_2.png) [@b\_love](https://community.cesium.com/u/b_love)\
**Post date:** [December 19, 2023, 8:16pm UTC](https://community.cesium.com/t/shadows-disappearing/28759/4 "2023-12-19T20:16:18Z")

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Thank you! In addition I had to enable “Enforce Culled Screen Space Error”

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**Author:** ![b\_love](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/b_love/32/14000_2.png) [@b\_love](https://community.cesium.com/u/b_love)\
**Post date:** [December 19, 2023, 8:16pm UTC](https://community.cesium.com/t/shadows-disappearing/28759/5 "2023-12-19T20:16:43Z")

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Thanks so much!

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**Author:** ![michael.doty](https://sea2.discourse-cdn.com/cesium/user_avatar/community.cesium.com/michael.doty/32/28173_2.png) [@michael.doty](https://community.cesium.com/u/michael.doty)\
**Post date:** [April 28, 2026, 4:18pm UTC](https://community.cesium.com/t/shadows-disappearing/28759/6 "2026-04-28T16:18:03Z")

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It seems like the ability to toggle Disable Frustrum Culling is no longer there. How am do you now disable it in Unreal 5.6? The project setting to Enable Experiemental Occlusion Culling Feature is off, but when i use the MovieRenderQueue, and click on the google 3d tileset I see Enable Frustrum Culling checkbox appears and its checked. That checkbox is not there when Im not rendering a video.
