Planar reflections are not a solution in this case, because they have the same problems with reflections of point lights. Actually, it’s not about reflecting light sources as such, but rather in the correctness of the visualization of materials in general. I will try to explain on a concrete example. For example, I made the material of the stone wall and it looks realistic. The wall correctly reflects light and glare on the surface look good (pic 1). But if I turn around and look at the opposite wall, which has the same material, it already looks like it was doused with oil (pic 2). The material on the opposite side does not look right. So I just can not customize the material in such a way that it looks equally from all sides. Thus, at the present time it is impossible to make correct materials in forward mode of UE4, which have at least some visible specularity. I hope that now you understand the importance of this problem. An early correction of this shortcoming is necessary for those who do VR projects in realistic graphics. I very much ask you to apply all possibilities and all the influence for an early resolution of this problem.