When using the r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0 to optimize VSM performance there are errors in how the VSM is invalidated when actors are destroyed with non-Nanite meshes. The currently visible VSM clipmap is correctly updated (with the shadow disappearing when the actor is destroyed), but other clipmap levels are not being correctly invalidated - this means that as the player moves around, they can see the incorrect shadow pop back into existence.
Steps to Reproduce
Expected
Shadows for destroyed objects are no longer visible when you walk back toward the objects.
See attached video NonNaniteVSMError.mp4 for example of this behaviour.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-384626 in the post.
| 0 |
| Component | UE - Rendering - Graphics Features - Shadows |
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| Affects Versions | 5.6, 5.8 |
| Created | Jun 15, 2026 |
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| Updated | Jul 13, 2026 |