Following the tutorial, I created a child BP character class and changed the skeletal mesh. After that the shadows started glitching during movement. The project is configured to use Lumen with Virtual Shadow Maps.
Changing Virtual Shadow Maps to normal Shadow Maps fixed the character shadow issues, but I get a bunch of warnings that island meshes in the level use Nanite and it needs Virtual Shadow Maps to work properly.
Changing the skeletal mesh back to the original Mannequin also fixes the shadows issue (with Virtual Shadow Maps enabled), but then I don’t get to use the custom character.
Ideally I want to have Nanite, Lumen, Virtual Shadow Maps, and custom character. How do I do that?
Had no idea, but I’m a professional Googler so found this thread:
Creating a physics asset does indeed magically fix the issue. Navigate to the mesh in the Content Browser then right click it, Create > Physics asset > create and assign. I just went with all the default options and hey presto, no longer get lagging shadows.
Wow, thanks, that solved it! I also googled the problem, but everything I could find was about disabling Virtual Shadow Maps (like this, for example: https://www.youtube.com/watch?v=sC7P0hWWjUA). This made sense when it was a beta feature, but since it’s not in beta anymore and everything works just fine with the standard mannequin - that got me thinking that something weird was going on with the character.
This also made me think that adding physical asset might solve the problem with moving cubes not pushing the character properly if the character is not moving, but no, looks like we still need this weird hack