When using Hardware Lumen with Nanite-enabled meshes in UE 5.6+, black / dark surface cache artifacts appear that result in generally darker and unstable lighting. These artifacts are not immediately visible in the standard lit view mode (screen traces hide the issue) but become evident when inspecting the surface cache.
The issue appears to be caused by a mismatch between the Nanite ray tracing proxy geometry (used for HW ray tracing) and the surface world positions reconstructed from the surface cache. The surface cache recovers world positions by combining the lumen mesh card location with the rasterized (from original Nanite mesh) depth map of the card. If these reconstructed positions do not align with the proxy geometry used for ray tracing, shadow and radiosity rays can intersect the mesh surface itself, producing dark spots and unstable lighting.
Disabling Nanite resolves the problem entirely. Adjusting Nanite LOD settings (e.g., Max Edge Length Factor) can reduce the artifacts at certain settings. Adjusting ray biases (e.g., r.LumenScene.DirectLighting.HardwareRayTracing.ShadowRayBias, r.LumenScene.Radiosity.HardwareRayTracing.SurfaceBias, r.LumenScene.Radiosity.HardwareRayTracing.SlopeSurfaceBias) can eliminate the issue at the expense of high shadow / ray bias.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-316311 in the post.
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Component | UE - Graphics Features - Lumen |
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Affects Versions | 5.6, 5.6.1, 5.7 |
Created | Sep 1, 2025 |
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Updated | Sep 2, 2025 |