UE 5.4 Lumen VR Direct Shadow static trails error

I created a VR scene using 5.4.2 and Nanite and Lumen, everything is working good but for some strange reason the shadows of my hands when moved (I am using Hand tracking) leave some strange “trails” or “leftovers” from previous frames like in the Image attached.

I tried using ray tracing shadows, and changing all possible parameters just for testing and is the same. Other objects are not a problem, if I grab a static mesh his shadows are correct.

Does anyone has idea of why may it be happening ?

Thanks !

Lumen has nothing to do with cast shadows, for future reference.

Virtual Shadow Maps are not being properly invalidated. You may need to increase the mesh bounds to ensure that parts of the mesh are not exiting the bounds.

If larger mesh bounds do not resolve it, check the shadow in invalidation behavior setting. By default it should be set to auto, but for an object like player hands you can set it to always to ensure it always invalidates shadows on every frame since they will never be stationary anyway.

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Thank you !!, I will check it first time tomorrow…

I had to check it now… changing the bounds scale worked perfect, thanks !!