yep. i just edited that there. no shadow mode in 5.4.4 yet. you’d have to upgrade to 5.5 for that.
also… you should maybe change the color of the metal to a lil more gray. would make logical sense. diffuse color is a product of roughness. and since you have obvious roughness on those metals. you’d have a lil bit of diffuse shade. that would light it up. in the real scene and the reflection. it’s physically correct and works visually.
the other thing you need is reflection bounces. should be able to set via ppv (doesn’t work for me) or via cvar
“r.Lumen.Reflections.MaxBounces 2”
and you need atleast 2 bounces. one for the mirror and one for the metal piece in the mirror. all raytraced. it’s a hacksh!t cause the light doesn’t reflect at all anywhere raytraced, but works to some degree.
5.4.4 screenshot there…
or… just cause i’m never done finding things… you could use a full opaque translucent mirror with Surface TranslucencyVolume (cheaper then Surface ForwardShading) and keep your specular scale up. it’s more expensive than the opaque material tho. still no soft shadows, but the light in the mirror is gone, for some reason.

