Is it a bug or a limitation of SSR (so it works only with TemporalAA)?
Can it be fixed somehow?
**Update: **Here’s my first workaround: Use additional DirectionalLight as a pseudo skylight to lit things from the other side. This way the SSR show correctly when FXAA is enabled. But I guess that it’ll introduce some additional performance cost (new directional light, no shadows though). But I hope that there’s a better way to solve this.
It’s only a test scene to show the issue. The issue is that SSR renders surfaces pitch black if they are not lit by e.g. directional light. So it reflects assets from their ‘sunny’ side correctly, but in shadow, the reflections are black.
You can also see this issue by using a Directional Light and rotating it, so it shows that surfaces that are in shadow render black in SSR.
Are there any news on this topic? I’ve found Unreal Engine Issues and Bug Tracker (UE-93360) which describes the issue for no anti aliasing (but doesn’t mention FXAA). It mentions 5.0-m5 as a fix version, I guess that’s still some time away. Did anyone find a workaround or a fix that we can use in the meantime?