Light propagation volume and ray tracing cannot be enabled at the same time in UE 4.22

Although ray traced global illumination is an alternative to LPV GI, there might be a need to do ray traced reflections that show other parts of the scene lit by the light propagation volume.

Although this was posted a year ago, I’m hoping that someone can still answer if/how this can be done in any of the subsequent version of the engine. If not, any reason for why it isn’t possible would be nice to know. Thank you.