Sorry if this is a repeat question, but I was not able to find any docs or posts on this issue.
When using nanite skeletal meshes, I’m seeing them always invalidating the dynamic VSM cache even if they are not changing at all (no transform updates).
Is this feature just not working yet for nanite skeletal meshes? Or am I missing anything on getting them set up correctly?
Hey Stephen any updates regarding this?
The same could be said for the new Procedural Vegetation which uses Skeletal Mesh and invalidates Virtual Shadow Map even though wind is disabled