Megalight WPO with Instanced Nanite Meshes

Hi!

A quick follow up on the issue MegaLights and WPO issues [Content removed] that doesn’t seems to be working in 5.6 and also 5.7

The problem is the ray traced shadow doesn’t work with nanite mesh with bEvaluateWorldPositionOffsetInRayTracing=True when in Instanced Static Mesh and I’ve tested in 5.7 and it doesn’t work either? I’m missing a config or an option somewhere or it’s still not supported? I’ve checked on the main branch on Epic P4 and I’ve seen nothing about this.

cheers

Steps to Reproduce

Hello,

Thank you for reaching out.

I’ve been assigned this issue, and we will be looking into this question about Megalights, WPO and Nanite ISMs for you.

Hello,

The combination of Nanite, ISMs, and WPO is not yet supported for ray tracing. For more information, please see this question:

[Content removed]

If you make your WPO meshes non-Nanite, you will need to set the CVar “r.RayTracing.Geometry.InstancedStaticMeshes.EvaluateWPO“ to -1 or 1, depending on your needs.

Please let us know if this helps.

Could it be possible that the raytracing pass for the shadow use a disallow flag or something like that to only have the shadow pass not nanite? As soon as I can I’ll try your cvar but it’s not only one mesh it a lot of mesh …

Yeah that’s was the plan if no support is added for that as it’s kind of necessary for us. Performance wise I don’t know how it will be but we will have to manage that

cheers

Hello,

This article might provide an approach for you:

https://dev.epicgames.com/community/learning/knowledge\-base/ZG87/unreal\-engine\-tip\-shadow\-optimization\-proxy\-shadows

Keep in mind that shadow proxies can increase the component counts. The blog post below discusses this:

https://www.unrealengine.com/en\-US/tech\-blog/virtual\-shadow\-maps\-in\-fortnite\-battle\-royale\-chapter\-4

Please let us know if this helps.

Hello,

Thank you for the reply.

Can we close your case? You can always re-open it if you need additional assistance for the same issue.