// Called after the shadowmap is encoded void PostEncode() { if (InstanceIndex >= 0) { UInstancedStaticMeshComponent* Component = CastChecked<UInstancedStaticMeshComponent>(Primitive); // TODO: We currently only support one LOD of static lighting in foliage // Need to create per-LOD instance data to fix that Component->PerInstanceSMData[InstanceIndex].ShadowmapUVBias = ShadowMap->GetCoordinateBias(); Component->ReleasePerInstanceRenderData(); Component->MarkRenderStateDirty(); } }