Context / Problem:
Complex static mesh actors with nanite enabled and Evaluate World Position Offset (WPO) enabled works together except for a specific distance where the shadow is deformed and sort of spotty or clipping.
Suggestion:
There haven't been any settings adjustments that have alleviated this problem yet and the only thing that has worked is disabling nanite or disabling Evaluate WPO.
1.) Download and open repro project provided by the licensee (internally available only)
2.) Navigate to Content Drawer > Content > LVL_FoliageWPO
3.) Observe that the map contains two mesh actors and their shadows deformed
4.) Move the camera away from the actors and observe the shadows appearing how they should be, not clipped / not deformed
5.) Change the view mode to Clipmap/mip level;
Lit > Virtual shadow map > Clipmap/Mip Level
6.) Move the camera so that the actors are within the red portion of the mip view
Observe: Shadows for the actors within the red portion of the mip view are deformed or appear incorrect, but when moving the camera so that the actors are out of the red shows the shadows correctly.
Expected: Shadows for the actors should be appearing normally and not deformed no matter the distance / mip level.
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-235258 in the post.
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Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.4, 5.5 |
Created | Dec 19, 2024 |
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Updated | Dec 20, 2024 |