Geometry that has its "Shadow Cache Invalidation Behavior" set to "Static" will still draw in the dynamic shadow cache when it is experiencing WPO ...
The CVar "r.Shadow.Virtual.Cache.DrawInvalidatingBounds" referenced in the official 5.4 documentation for virtual shadow maps, no longer shows any bounds as the underlying code seem to be removed in ...
Virtual Shadow Maps do not invalidate pages when HLODs replace meshes. This can lead to inconsistencies between the geometry and the shadows, which can cause artifacts as pages are invalidated. ...
Cascaded shadows disappear at some FOVs when far from the world origin. This behavior was not present in 5.2. Also found in CL: 32690246 in Release-5.4 ...
When a nanite mesh moves, the shadow does not. ...
See slack channel: [Link Removed] ...
It looks like static meshes can invalidate large numbers of VSM pages when the geometry and the light are not on light channel 0. ...
A Nanite primitive casting a CSM shadow on another Nanite primitive with "Cast Shadows" disabled, will have it's shadow disappear completely when r.Shadow.CSMCaching = 1. ...
This bug appears to be related to pass filtering. To observe correct behavior. In Project Settings->Rendering->Optimizations, set “Early Z-pass” to “Decide Automatically”, and disable “Mask materia ...
There seems to be a leak in the ContactShadow determination in DeferredLightingCommon.ush ShadowRayCast(), but I could not determine if this is the specification. This problem always occurs from 4. ...