How do custom vertex Factory support virtual shadow maps?

Without GPUScene, can virtual shadow maps be supported? Is it possible that as long as “uint VertexFactoryGetInstanceIdLoadIndex(FVertexFactoryIntermediates Intermediates)” can get the correct index? I observed “uint InstanceIdOffset : AATTRIBUTE13” which is “AddPrimitiveIdStreamElement(EVertexInputStreamType::Default, Elements, 13, 0xFF)”. I cannot get this PrimitiveId Stream normally.