Description

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

Steps to Reproduce

  1. Open attached repro project (VSMRepro.zip)
  2. Open level VSMReproMap (should be default level on Editor load)
  3. Begin Play In Editor
  4. Use WASD to walk forwards towards the two sticks leaning against a wall
  5. Press X to cause both actors to be destroyed
  6. Walk backwards, and observe that the VSM shadows for the destroyed non-Nanite mesh are still present

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.

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Unresolved
CreatedJun 15, 2026
UpdatedJul 13, 2026
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