So I’m mostly just trying attention to this issue I’ve seen several people bring up with sticky shadow artifacts like pictured when using Virtual Shadow Maps (beta). Through some trial and error over the last week I seen them come and go.
When running the command r.Shadow.Virtual.Cache.DrawInvalidatingBounds 1 I’ve noticed that the issue occurs when a mesh has a box that does not respond to their animations (with the physics asset it updates each from to contain the mesh in its deformed pose). Today I noticed that this ONLY seems to happen (at least for me) when a physics asset is not assigned to the skeletal mesh.
I assume this to be unintentional . I was removing them for performance reasons when I was testing with a bunch of characters on the screen and suddenly saw streaking shadow artifacts again.
It’s easily replicable in Top Down starter project by removing the physics asset from the character mesh and happens with 4 out of the 4 meshes I’ve tried.
Does anyone know of any workarounds aside from not using Virtual Shadow Maps for now?