sure, anything for the cause!
I don’t know what version ARK is using. the further away they are from where DiffuseFromCaptures was removed, the more work they would’ve needed to put in to maintain/adapt it. I suspect it’s also somewhat easier to maintain the feature If you go version after version than trying to re-implement it 10 major engine versions later.
I also don’t know how CryEngine does it as I haven’t even used it (I want to learn a bit of it eventually) so I can only speculate. however I’d suspect they’d also need to turn off IBL itself during the capturing of IBL otherwise I believe it would stack up as well.
in terms of UE4 it wouldn’t really be much of an issue. just add some code that before the capture happens, iterates through all capture actors and turn them off, then turn them back on after the capture is done. or maybe with a shader define that’s aware if the rendering is happening from a reflection capture source to it simply skip it there.
I’m actually curious how this used to behave in UE4 when the DiffuseFromCaptures feature was functional
at this point I’m still busy with other stuff though so I won’t get back to this research/prototype for some weeks still