Description

Nanite Skinned Meshes don't receive the correct Local Position in some shadow passes. This depends on the clipmap level, and is not related to VSM caching.

Unreal Engine 5.6 shows the same issue, but with the added bit that the visible mesh behaves in the same way.

Steps to Reproduce

1. Download the Licensee's test project and open (see addl info URL)
2. Observe the two mannequins sliced in half by the red translucent plane. One uses Nanite, one does not.
3. Open the Material on them "/Game/NaniteTest/MM_MakedNaniteUsingPos"
4. Observe the slicing is from Opacity Mask in the Material, using Local Position as the deciding factor.
5. Move the camera close to the mannequins
BugItGo 83.874702 -86.342240 368.009508 -30.825001 -698.050010 0.000000
6. Observe the Nanite mannequin is still casting a shadow from the masked half.
7. Back the camera further away from the mannequins.
BugItGo -224.638333 -104.642174 570.653702 -36.025001 -711.850010 0.000000
8. Observe the shadow casting from the masked area decreases with VSM clipmaps.
9. Back the camera even further away from the mannequins
BugItGo -827.860265 -191.030400 1007.533435 -35.625001 -711.850010 0.000000
10. Observe the shadows now behave as expected on further clipmaps.
11. Disable Virtual Shadow Map caching "r.shadow.virtual.cache 0"
12. Repeat steps 5 to 10, and observe the issue persists.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-356346 in the post.

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Unresolved
ComponentUE - Graphics Features
Affects Versions5.7
CreatedDec 1, 2025
UpdatedDec 1, 2025
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