edit: this looks like an engine issue, and not an error on my part, as it’s observable in the current version of Fortnite, and on a completely blank new game project with default materials.
parts of the video demonstrate the issue on a couple custom “glass” material attempts, but most of it is observed on the default “chrome” material, which leads me to believe it might have something to do with the post process volume or the project settings.
Here’s a clearer example:
To clarify, by fixing the issue, I mean eliminating the “refraction” altogether.
Can confirm it’s a reproduceable issue.
Here it is on a “Blank” Blueprint game project on the “Maximum” preset, with Desktop as the target platform, UE version 5.2.1
The reflective material is “chrome” from the editor files.
For what it’s worth the issue is present with the “substrate” materials feature turned on too. It isn’t on in any of the examples, but thought I’d mention it.
the issue does seem to be present only with objects in the screen space, but is there a way to pinpoint what it is further? When a screen space reflection would be visible on a surface, the specific artifact is there “in addition” to the actual “accurate” reflection, not instead or maybe as a part of it, if it makes sense.
To get rid of screen traces for reflections, you can do lumen.reflections.screentraces 0 or something similar. After that, I’d render a ground truth of the scene with the path-tracer, to get an idea of approximately what the appropriate lighting should look like. Lumen reflections, I presume?