How to do mirrors in VR Standalone

I need to have a mirror in my VR Standalone project, but I can’t get it to “act like a mirror”.

My project is using Forward shading and static lightning. Everything except one actor is set to static, this actor is a movable blueprint. I really need this actor to be visible in the mirror reflection.

  • If I use a reflective material (roughness 0 & metallic 1) , everything except this actor shows up in the mirror.

  • I have also tried using a Cube Render Target and creating a “static texture” (Texture Cube) of it. This makes the actor visible in the reflection, BUT it looks like the actor is flat on the floor and then you can kind of see how it at the side is flat against the wall instead.

It doesn’t matter if the reflection is pixelated or dull, I just need the objects placed in the same exact place in the reflection.
The mirror needs to have a static reflection.

I appreciate any tips or tricks you have!

The only feature built into Unreal that would give the correct reflections is the Planar Reflections, which is real-time.

To get a static reflection to project correctly, you would need to reproject it every frame and eye, accounting for the object depth.

This might be possible by baking a depth map along with the color texture, or generating a procedural mesh of the depth, and rendering that behind the mirror. Either way would probably require a lot of development effort.