For whatever reason when my character plays animations in the viewport, it seems that the shadows casted by the mesh leave artifacts. I havent found a solution to this exact problem so far and I am wondering if anyone here would possibly know how to fix it?
This is due to the animations exceeding the bounds of the skeletal mesh, increase the bounds and it should go away.
My understanding is that virtual shadowmaps use the bounds of the object to determine which VSM pages need to be updated, if your animations go outside the bounds then you’ll end up with this artifact.
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