Epic's GPUlightmass

I have a project that uses several tessellated materials and they don’t cause crashes (I was experiencing memory allocation crashes during denoising but I might have solved it by increasing the virtual memory on my Windows 10 system). The only issue I have is that displacement is not being considered by the GPU Lightmass raytracing. I found somewhere else in the forums that apparently the new GPU Lightmass internally uses the Path Tracer, which might explain why displacement is not being used since the Path Tracer doesn’t support it either.