I’ve been working with ray-traced shadows on Nanite skeletal meshes and noticed something unusual. It seems like the shadows are being calculated based on the mesh’s original geometry before displacement is applied. This results in shadows that don’t match the displaced mesh’s actual shape.
Has anyone else encountered this issue? Is this a known limitation of ray-traced shadows with Nanite, or could it be a bug? I’d appreciate any insights or suggestions on how to address this.