I’ve attached a pic of my issue with SSR on my floor. It seems as if the capture renders whatever’s on the back side of objects (as per default I guess, as it doesn’t know what’s behind the objects). The issue is, that because of the relatively slow updates on the floor, the “ghost” image of objects as visible when I move the camera.
I’m not sure if the parameters for the SSR temporal sampling are adjustable, but in any case I don’t believe SSR is suitable for a large area flat mirror-like reflection like you’re doing there. Unfortunately, it seems planar reflections didn’t make it from UE3 to UE4 yet.
We had a user point this out a few weeks back and have submitted a request for this to be looked into. I took a screen shot to better illustrate the reflection that is going on in the back end.
In the image I’ve attached you’ll see that I am far enough away from the corner that there should not be any reflection of my character there. But in the highlighted area you can see that my characters shoulders are being reflected.