So everything looked fine in 3.3.9 but now in 3.4.0 the shadows of a pointlight cast on the surface of my custom mesh get messed up pretty badly.
Also notice that the two screens are essentially the same only one is taken using print on the keyboard and the other (the one with white light) using e_screenshot.
I'm putting this in here because I thought it might be my mesh, so is there anything specific I need to take into consideration? The mesh is a tube built with a boolean difference of two cylinders. The issue happens in both DX9 and DX11.
Mind that the light is inside the tube and therefore shouldn't cast shadows at all (except for the ladder ofc).
On a side note: there seems to be a little version of the screenshot in the big screenshot in the upper left corner.
e_ShadowsSlopeBias didn't help me out here.
Any ideas?