I have this material that rotates a mesh using world position offset, however I have this weird shadow which I think it has to do with virtual shadows, I’m not too sure.
On this video the left side mesh rotates using a SetWorldRotation in blueprint this ones has no issues, the one on the right rotates using world position offset with the issue you can see there, as I get close to the mesh it happens.
The fix is to increase the bounds of the mesh until it is equal to the entire domain that mesh occupies during it’s animation. This is because VSMs use the mesh’s bounds to decide if a particular page of data needs to be updated. If a mesh is moving outside of its bounds, it will not update normally.
If you’re seeing artifacts that aren’t related to bounds, you may have an overflown or corrupted page pool. Review the VSM documentation as it describes extensive troubleshooting notes and visualization tools to fix most issues.