VSM invalidation during nanite streaming

Hi Marko,

Camera cuts are known to clash with how VSM and Nanite streaming work together, and this has been called out in our public documentation: https://dev.epicgames.com/documentation/en\-us/unreal\-engine/virtual\-shadow\-maps\-in\-unreal\-engine\#caching. At this point, nanite mesh streaming does not invalidate VSM cache pages. We are still working on improving this area of the caching feature and currently have an experimental car that you could enable that will force VSM cache page invalidations on streamed nanite meshes (r.Nanite.VSMInvalidateOnLODDelta) if the LOD delta would usually create an invalidation. If you enable this, I would also recommend that you profile your game to ensure this does not overwhelm your streaming manager. Please let me know if you have any further questions.

Cheers,

Tim