The shadow objects use a lot of local variables as well and are very likely not submitting proper vertexes if rollback does not allow that.
The entire shadow grid which sub-divides the static shadow casters also builds a grid of structs which use a large number of local variables.
I do have the beta and have messed with rollback, but not with my light engine. I will check it out sometime, but the entire engine would have to be modified to accommodate something like that if it is the case.
Hopefully it is possible to not manage the shadow casters as well to get it working.