Nanite Skeletal Meshes will always invalidate VSMs, even with their Shadow Cache Invalidation Behavior set to Rigid. This does not match the behavior of non-Nanite Skeletal Meshes.
1. Download the attached test project and open
2. Set the View Mode to Virtual Shadow Map -> Cached Page
3. Observe the two Skeletal Meshes. One is Nanite, the other is non-Nanite.
4. Observe that both Skeletal Mesh Actors have their Shadow Cache Invalidation Behavior set to "Rigid"
5. Observe that the Nanite Skeletal Mesh Actor is still invalidating VSMs
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-328823 in the post.
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Component | UE - Graphics Features - Nanite |
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Affects Versions | 5.6, 5.6.1 |
Created | Sep 17, 2025 |
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Updated | Sep 18, 2025 |