I converted a tree mesh to nanite and now I get this weird black shadow radius. I tried few options and console commands but I’m not even sure what to look for in the settings.
This affects grass foliage and everything that’s supposed to be occluded by shadows that are cast from the nanite trees
Now I can get rid of the artifacting by enabling raytracing shadows but then I get only low poly shadow from the trees and it looks pretty unconvincing (I know this is a known limitation from documentation)
So does someone know if
A: there is a setting that can fix the non-raytraced clipping
B: there is a fix for nanite shadows and raytracing in UE5 coming at some point
Thanks for any help.