How to Pass Box Reflection Capture to a Shader as a texture

Hey,

I’m currently working on a fake glass material that utilizes a cubemap of the environment for fake transparency. My goal is to use the result of a Sphere Reflection Capture as a texture within the object’s material graph. Additionally, I need to dynamically swap these cubemaps whenever the object with this material enters a new reflection capture zone.

What would be the best approach to implement this functionality within the object’s Blueprint?

Here is a simplified version of material i’m using:

Any advice or examples would be greatly appreciated!

Thanks in advance!