I’m having an issue where nanite fooliage shadows disappearing at distance. If disable the nanite for meshes, no issue anymore. I’m using UE5.4 and hardware ray tracing&lumen for info.
r.raytracing.geometry.instancestaticmesh.culling 0 console command didnt help. Also played with Cascade Shadow Maps and it didnt seem to help, too. Any idea how to fix it?
Just double check your nanite scene to see if there are any fallback mesh shenanigans, but also try these cvars:
r.RayTracing.Culling.PerInstance 0
r.Nanite.MaxPixelsPerEdge 0.5
r.nanite.maxnodes (try changing this to a higher value than it’s currently set to)