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 curr ...
Since 5.7 this CVAR has been turned on by default and it ibreaks / prevents shadow cache behaviour to be set as we used to in 5.6 on meshes when r.Shadow.Virtual.UseReceiverMaskDirectional 1 Most o ...
When changing the camera FOV with r.Shadows.CSMCaching enabled, the cached shadows don't appear to be used and shadows are missing. This occurs because the r.Shadow.RadiusThreshold can be low enoug ...
When Nanite is disabled at the project level with r.Nanite.ProjectEnabled=0, clustered deferred shading stops working. This happens because the FDeferredShadingSceneRenderer::RenderLights method doe ...
When a sufficiently large object casts shadows near the Directional Light's Dynamic Shadow Distance range, the VSM pages are inconsistent in their shadowing - some will choose to shadow per-pixel, w ...
Nanite geometry does not cast Distance Field Shadows outside of the clipmap range for Virtual Shadow Maps. Non-Nanite geometry does cast these shadows. ...
A hard shadow edge occurs when displacement fade is enabled on a Nanite landscape with tessellation. This occurs on the edge between two clipmap levels of the VSM. The artefact can be somewhat red ...
When using Virtual Shadow Maps (VSM), widgets placed in world space do not cast any shadows. The same widgets correctly cast shadows when the Shadow Method is set to Shadow Maps instead of VSM. ...
This is a race condition between the FShadowScene update & rendering, where sometimes the renderer tries to access a data array before it has been populated leading to the crash. It happens fairly r ...
Spot Lights may present with very blocky shadow artefacts when a long attentuation radius is provided with a small cone angle. In extreme cases, this causes the VSMs to invalidate every frame. Notab ...