Hi Nick,
Thanks! Yeah, the issue had nothing to do with rendering the Nanite tree, it was all about the VSM cache being invalidated. Someone in my Discord tried the Shadow Pass Switch node in the material and said it didn’t work (I didn’t verify). There also seems to be some console variables that might be able to be used to control WPO and VSM, so we are experimenting with those. We are also testing different tree detail levels, Nanite vs non-Nanite rendering to VSM, and various foliage density to get an idea of what kind of rendering budget we have available. This was just our first attempt at Nanite Foliage in UE5.1. We’re still working on better solutions for our game