GetDynamicRayTracingInstances never called in custom scene proxy

I am working in a custom implementation to render some components in our game, right now I am trying to implement a custom BVH for our geometry, I am overriding the following 2

virtual bool HasRayTracingRepresentation() const override { return true; }

virtual bool IsRayTracingRelevant() const override { return true; }

But the :

virtual void GetDynamicRayTracingInstances(FRayTracingInstanceCollector& Collector) override final;Never seems to be called. On my custom UPrimitiveComponent I am setting these 2:

bVisibleInRayTracing = true; SetMobility(EComponentMobility::Movable);I kinda feel like I am missing a very simple step here, using the:

virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFami....draws correctly my geometry.

All my code is based on the UProceduralMeshComponent as example, but I have been 2 days at it, and I cant really find on why is not calling the raytraced one, a bit of guidance will be appreciated.

Steps to Reproduce

meh, forget about it, I just found out the answer, I am overriding the following function like this:

ERayTracingPrimitiveFlags FSnowTileSceneProxy::GetCachedRayTracingInstance(FRayTracingInstance& OutRayTracingInstance)

{

return ERayTracingPrimitiveFlags::Dynamic;

}

Thanks for reaching out. Glad to hear you found a solution to your issue.

I will close the ticket for now, but please re-open it if you need more help.

Thanks,

Sam