Static lighting when using Vulkan and Instanced Static Meshes broken?

Hi,

I’m building system that requires spawning lot of objects, so to reduce draw calls I’m using Instanced Static Mesh component. Everything was fine while I was working on D3D renderer, the planes that I’m spawning were correctly lit, but since it’s VR project, I switched to Vulkan preview and noticed that same material is broken and light doesn’t apply to it correctly. I switched to very simple material that only samples one texture and the results were the same.

While debugging I created the same object but using Static Mesh Component instead of Instanced Static Mesh Component. Suprisingly with Static Mesh Component lighting on Vulkan applies correctly. To me it looks like something is broken on Vulkan and Instaced Static Mesh component since it’s working fine on D3D. I’m using Unreal 5.1.1 and Forward Renderer.

Below screenshot that present the issue.

D3D renderer Instanced Static Mesh Component used:

Vulkan renderer Instanced Static Mesh Component used (black and unlit):

Vulkan renderer and Static Mesh Component used (red and reacts with light):