GPU Pathtracer ignores mesh position

Hi there, everyone!. I’m trying to implement the following library from React-Three:

I do have my Pathtracer set up like this:

<Canvas>
        <Pathtracer
          alpha={0}
          enabled={isPathTracing}
          tiles={opts.Rendering_Tiles}
          samples={opts.Rendering_Samples}
          bounces={opts.Rendering_Bounces}
          // backgroundBlur={opts.Environment_Blur}
          resolutionFactor={opts.Rendering_Factor}
        >
          <Scene3D
            isPathTracing={isPathTracing}
            setControls={setControls}
          />
        </Pathtracer>
      </Canvas>

And this is where I set up my camera:

export function CameraManager3D() {
  useCameraControls3D()
  const { renderer, update, reset } = usePathtracer()

  return (
    <>
      <PerspectiveCamera
        makeDefault
        position={[0, 2000, 5000]}
        near={2}
        far={50000}
        fov={45}
      />

      <CameraControls
        makeDefault
        smoothTime={0.1}
        onChange={reset}
      />
    </>
  )
}

But this is giving me problems with the meshes on the scene. They all appear on the coordinates (0,0) whenever I’m rendering the scene with the Pathtracer.

Pathtracer disabled:

Pathtracer enabled:
image

Positions of my meshes are already updated in the scene before even beginning to render the scene in 3D, but it is as if the pathtracer renderer ignored those positions.

Any help is greatly appreciated.