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?
Thanks!
-Jared
Hello,
Thank you for reaching out.
I’ve been assigned this issue, and we will be looking into this VSM invalidation for you.
Hello,
Thank you for reporting this. I can confirm this issue can be reproduced as described in the latest CL, and have opened a bug report:
The tracker will be visible after it is approved internally at Epic Games and is publicly accessible.
If you have any further questions, please let us know.
Thanks for looking into this Stephen!
-Jared