Hello! I’ve been trying to work with the new FPS pipeline they added in 5.5 (I’m using 5.7 personally). But I’ve noticed that the only way World Space Representation shadows will be cast is by either having Nanite or HWRT Shadows enabled (oddly specific, right?). It doesn’t render shadows in any other way though (VSM or CSM don’t render them either). But since both HWRT Shadows and Nanite cost an arm and leg in performance, I can’t have them enabled for a tactical FPS. Anyone have any thoughts? Here are the images.
This is just VSM
And this one is HWRT Shadows, it looks completely identical to having Nanite enabled instead. I don’t know what the two have in common but it seems to force the world representation mesh into the shadow pass. Why though is beyond me, when it should work fine without it I would’ve thought…

