Who told you that this is the Game Industry?
Unreal is sh|t and has been sh|t for ages, probably since 4.16 or so and arguably well before that.
And the industry is more full of political activist intent on making double sure their games fail than game makers.
But this doesn’t mean that its an industry wide thing - aside from failing companies, no one is really keen on using Unreal. And those who do, will often pick out a stable version and customize it deeply before they release anything.
Don’t mind the fanboys who scream “unreal is gr8”, honestly, there is far too many of those who don’t even know what a normal map is thanks to sh*t like chatgpt making them think they can code…
Deep. You would need to create your own geometry cache handling for a custom shader to make it work.
You can, but why bother? Use a better engine to begin with and live happy instead.
One thing worth noting is that i think the issue with the precision you see is more derivative of floating point limitation than it is of the vertexnormalws or pixelnormalws original value.
To check it: Define a point on the mesh to sample the value for and output to a debugfloat3 node (uv mapped to the surface of the object and scaled up for visibility).
Moving the box around you should see how much detail the initial value of the picked point actually has.
The engine butchers the math afterwards, so again. Better engine = live happy…