4.24 - 26 RT shadows ignoring world position shader

2023 Update: There’s a much easier way to resolve this now, simply run the following command: r.RayTracing.Geometry.InstancedStaticMeshes.EvaluateWPO 1

Original Reply

Use actor foliage instead of static mesh foliage:

  1. Make a new blueprint class that inherits from static mesh actor
  2. Turn evaluate world position offset on in the static mesh component, set the mesh to your desired mesh
  3. Create an Actor Foliage class that uses your new class as its base class
  4. Use the actor foliage with the foliage tool

I’ve used this trick before in order to use settings that are typically unavailable to foliage, such as indirect distance field shadows. I tested it just a second ago and it works. Can’t vouch for the performance in dense scenes though. I have no suggestions otherwise, the documentation makes it seem like this is a hard limitation.

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