Description

A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1.

Steps to Reproduce
  1. Set your project to to use CSM (disable VSM and RT shadows)
  2. Create a basic level
  3. Add a sphere
  4. Set r.Shadow.CSMCaching to 1
  5. Convert the sphere mesh to nanite
  6. Move the sphere mesh

Expected

The nanite mesh casts a shadow that updates when the mesh is moved

Actual

The nanite mesh does not cast a shadow and the shadow does not update when the mesh is moved.

If you add another non-nanite sphere to the level and move it around, it will cause the CSM to be invalidated and both sphere shadows will be updated.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215802 in the post.

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Unresolved
ComponentUE - Platform - Mobile
Affects Versions5.45.05.15.2
Target Fix5.5
CreatedMay 25, 2024
UpdatedJun 3, 2024
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