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Weird shadows for Ray-tracing projects with procedural mesh?

There’s a common issue when you have animations in the World Position Offset in a ray tracing project where the shadow doesn’t account for the WPO.

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So there’s a checkbox in UE4 under Rendering called ‘Evaluate WPO’ which gets rid of the issue, but that option can only be found in Static Meshes and Foliage actors, but not in Procedural Meshes.

Is there way to evaluate WPO for the raytraced shadows when using a procedural mesh?