I think you're just seeing the difference in shadow rendering quality between preview and final render. If I load your scene, the preview looks similar to the above:
but a true F12-initiated render looks far better:
If this is happening with a "Sun" type light, you want to select the "Light" object in the scene, and in its Object Data Properties Panel, adjust the Shadow -> Cascaded Shadow Map -> Max Distance setting. Even though this appears in the Light's properties, as per the manual, it's related to camera distance:
Cascaded Shadow Map -> Max Distance.
It's a great question, and the "best answer" is a little more complicated than you probably want, as well as depends on your sources of footage.
You are projecting emissions, represented by your RGB code values. This means a few useful things:
Your RGB lights must be aligned to whatever colour space you are using. Typically around these parts that means ...
When I open your file its not visible even in Render Mode.
Really strange behaviour.
But if you are looking for solution - turn off and on your "OBJECT" collection (check mark on left side of Outliner editor).
Note: Do the same for "MAIN" collection, there are also hidden objects that should not be (like ceiling and totaly discoverable window object). Is ...
Your object is casting shadows on the plane. Not because of the font/text properties, but because of the way Cycles (path tracing) works. To avoid your text being seen as a shadow caster by Cycles, you can turn off the ray visibility of the text object:
In the outliner, select the object Text.thing
Go to "Object" context
Open the "Visibility" section
This is a subjective question and too broad for a stack exchange post in my opinion. But my take on this would be to use whatever you are used to. Unreal tools are geared toward real time but Blender have it all in one software (from modeling to rendering). With proper skills and time you can achieve great results in both Eevee and Unreal. The technologies ...