disabling 'visible in reflection capture' is ignored on geometry using Nanite.

Summary

When you use a reflection capture like the ‘sphere reflection capture’, it ignores any geometry settings with ‘visible in reflection captures’ turned off and still renders that asset to the sphere reflection. This happens on all reflection captures nodes.

What Type of Bug are you experiencing?

Rendering (Graphics / Niagara)

Steps to Reproduce

Create a new project, add any asset to the scene that has nanite enabled, place a sphere reflection capture to the scene close enough to capture that asset, go to the asset and turn off ‘visible in reflection captures’, bake the reflections, and you’ll see that the asset still shows up. If you enable the option on the mesh ‘disallow nanite’, then rebake the reflections, the asset dissappears like you would expect.

Expected Result

When ‘visible in reflection captures’ is turned off, regardless if it’s a nanite mesh or not, that asset should be ignored from the reflection captures.

Observed Result

As mentioned, the asset reflections only dissappears once nanite is disabled. The only way around this is to enable ‘dissallow nanite’ by default, rebake reflections, and on ‘begin play’ re-enable nanite by setting the ‘disallow nanite’ to false. This keeps the reflections correct while still allowing nanite to work in game.

Affects Versions

5.7

Platform(s)

Windows

Additional Notes

I have only tested this on UE5.7 on windows.