WPO shadow bug when used in Instant static mesh

Hello!

If you combine several static mesh trees at a level into a single Instant static mesh, shadows stop working correctly; they overlap and move differently from the leaves. This means that WPO doesn’t work correctly within the Instant static mesh with EvaluateWorldPositionOffsetInRayTracing enabled. However, this bug only occurs near the tree, i.e., at LOD 0. If you move away from the tree, WPO works correctly, the leaves move, and shadows appear.
Single static meshes don’t have these issues.