Backward Reflections

Thanks for the reply Eric.

I’ve actually tried both the Box and Sphere Reflection Captures, but they make no difference.
Honestly, I’ve never seen a difference when adding a reflection capture actor to the scene, it is possible, somehow, we’ve broken it, though not sure how.

Basically, the sphere capture makes little difference to the reflections:

But one thing I did note, hence why I said “little” not “no” was, if the sphere capture was moved, it make a small difference in the brightness of the shadows on either side of the arch:

I’ve also had a test to see if it was the static meshes that were causing it, so I put a Box in the way, and gave it the same material, and it still shows the reflection.

Basically, it’s like there is a reflection sphere around the camera that is overriding all reflections in the scene, but I can’t for the life of me work out what or where such an thing exists.
It doesn’t matter if it is in the editor or in play.

Actually, I just started up the FPS example, and did the same thing, using:

  • Wall_Door_400x300
  • Wall_400x400
  • M_Metal_Chrome
  • Reflection Sphere
  • Text Render

It still occurs, I have built lighting, told the Reflection Capture to “Update Captures”, and if I move the reflection capture around, it makes no difference to the text render and light splotch that is being reflected.
This is in v4.4.3, our project is based off the FPS example,but I wanted to test to see if it was a setting I had changed, but it appears not to be.