Fortunately I haven’t yet found issues with reflections. But I’m mostly rendering vegetation and maybe non mirror metals. I also found AO ok, even if imperfect and yes lacking in contact where it comes to details, but still ok in my projects.
The V shadow maps can also be dialed in a way that can provide good contact shadow and with some engine tweaking maybe even reasonable soft or area shadow where the shadow is at the distance from the object.
Maybe I’m not explaining very well, but I rendered some images to show where Unreal could benefit from improvements. Look what type of shadow the object has from indirect lighting. It’s sharp at the point of contact with the ground but gets very soft as the shadow gets some distance.
In the second image there’s a light projected on the wall and that projected light generates again a soft shadows but sharp at the base or at the contact points.
And a bit off topic here, but as far as I know, you also cannot get this kind of depth of field. Where the DOF is so large, the area in blur gets semi-transparent. And the edges are - again - transparent. If you can get that, please tell me, because I wanna build my own solution for that in Unreal, and I’m guessing it will take me quite some time to get that.