When metallic is set to a non-zero value it will tint all of the reflections with the base color. Are you using a material instance with a different base color?
Deprecated raytraced reflections do not shadow the skylight, so you get the blue from your skylight leaking into the scene anywhere that isn’t directly lit.
Reflection view is probably the one you want. Generally speaking though you’re going to struggle to get good reflected lighting in indirectly lit areas (skylight shadowing should work correctly though)
Make sure in your project settings, Lumen is set to use hardware raytracing and that your Lumen reflections are set to use hit lighting instead of surface cache.
The Wall was one MeshActor with many Components. I just replaced it with single smaller pieces. Looks better but not perfect. Debug looks good? Think we are heading in the right direction. How can it improve though?
I think you’ll find that this is good enough for glossy reflections, if you need mirror reflections you’ll have to add some large lightsources to the scene instead of relying on indirect lighting. Bounce light has to sample the surface cache, it’s always going to look pretty low quality.
You can try cranking up the “Lumen Scene Lighting Quality” in your post process volume, I think it maxes out at 2 in the slider but you can push it all the way to 6 if you type in values. Don’t expect a huge improvement though.
Ok. The ground is full of puddles, maybe i increase the roughness a little so its not reflecting that much. Its for a Virtual Production Project, so it has to be high quality.
Thanks for your help! It means a lot!
Last thing before I try rendering some scenes, do you know if the reflections will be better with specific render setting when exporting via render queue?