deferred lighting and occlusion issues

I am having issues where the occlusion is hiding objects causing deferred shadow to remove its shadow.
This shows weird popping and flickering of shadow in my game.

Also, as the shadow caster and the shadow receiver are both static, aren’t the shadows be baked on the near texture? I think they are but why aren’t they used then.

The popping seems like a semi-common Umbra issue. It was supposedly fixed in 4.3, but maybe some bugs remain? Often, you can fix issues like that by “jiggling the handle” (i.e. tweaking some of the random Umbra thresholds).

If you are using Dual Lightmaps, static shadows closer than the Shadow Distance from the camera will be dynamic, hence the popping. If you use Single Lightmaps that’ll probably go away.

If you want a solution that’s not quite as fast as Umbra but is accurate and easy to control, check out SECTR VIS.