wtf is this and how do I make it go away?
(it is not the thing with a solution in the video you just thought of)
UE 5.3.2
Hardware raytracing is disabled (which is why its not the thing in the aforementioned video)
Lumen is enabled
Landscape is nanite
Virtual shadow maps are enabled
It goes away when the landscape is not nanite (not an option, this is a world partition world and the map is quite large)
ta:)
Replies
to add..
Behaviour appears to change in synch with mips in the virtual shadow map - there is actually a distance where the artefact isn't visible.
The patterning of the artefact does look similar to the artefacts you get with two sided ray-traced shadows on nanite objects
I'm gonna ignore it for the time being - I've spent most of the last year trying to get a performant (and practical) solution to large world partition worlds working in 5 and i just don't have the heart to start fighting with the renderer at the moment