Ray-traced shadows are missing when rendering the ABC cache sequence using MRQ.

Rendering Method: Deferred Rendering

Rendering Content: ABC cache sequence, with one file per frame

Scene Lighting: One Directional Light

Production Method: In the Sequence, the ABC cache sequence is assembled into a complete animation using the Spawned property.

Result: The animation renders correctly in the Viewport. However, when rendered using Movie Render Queue (MRQ), the ABC cache geometry does not cast shadows.

Test: If Static Mesh is used instead of Geometry Cache when importing the ABC cache sequence, the rendered result correctly produces shadows.

Question: Is there a way to correctly render a Geometry Cache sequence while preserving shadow casting? The purpose of using Geometry Cache is to reduce VRAM usage.

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重现步骤
To render the attached sequence (LS_S01_0010_ani_work), you can use the pre-configured render queue (MPQ_S01_0010_ani).

BUT. The attachment upload failed. Is there another way to upload the file?

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Hello,

The red on-screen warning in your screenshot (“RAY TRACING GEOMETRY - ALWAYS RESIDENT MEMORY OVER BUDGET”) points at the likely cause. Since 5.6, the engine manages ray-tracing geometry residency through a memory pool (r.RayTracing.ResidentGeometryMemoryPoolSizeInMB, default: 400 MB). When the pool is over budget, geometry that is not always resident gets evicted. The geometry cache builds its ray tracing geometry dynamically each frame. While it is evicted, that build is skipped, so the mesh is missing from the ray tracing scene entirely: no ray-traced shadows, while the raster image still renders correctly. Static Meshes always have an LOD resident, which is why your Static Mesh test casts shadows.

Could you try the following and let us know the result: in your MRQ preset, add a Console Variables setting with r.RayTracing.ResidentGeometryMemoryPoolSizeInMB = 4096 (or as high as your VRAM allows) and re-render. This is the recommended approach for cinematic rendering, where the geometry budget is expected to exceed the runtime default. If that alone does not restore the shadows, additionally test r.RayTracing.UseReferenceBasedResidency = 0, which disables the eviction system altogether.

To dig further, if needed, please try uploading the repro project again. We have had some issues with our support platform recently, where users were unable to upload files, which should now hopefully be fixed.

I hope this helps,

Tim

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Both of these CVars work. Thank you very much!

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Ok, glad to hear that those cvars worked! I will go ahead and close out the ticket then. Feel free to open a new ticket if you have more questions.

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