In our project we are using the r.Shadow.Virtual.NonNanite.IncludeInCoarsePages=0 setting to optimize VSM performance. However, we have observed that when this is set, there are errors in how the VSM is invalidated when actors are destroyed with non-Nanite meshes. The currently visible VSM clipmap is correctly updated (with the shadow disappearing when the actor is destroyed), but other clipmap levels are not being correctly invalidated - this means that as the player moves around, they can see the incorrect shadow pop back into existence.
I’ve provided an example project showing this issue.
Thank you for the bug report! The issue still exists in latest, so I’ve created the following issue for tracking which should be visible publicly soon https://issues.unrealengine.com/issue/UE\-384626