We are going to remove deprecated ray traced reflections soon, so should be able to achieve exactly the same results by using standalone Lumen Reflections (GI=None, Reflections=Lumen).
Unfortunately you can’t at the moment. Hit-lighting calculates material and direct lighting at the hit point, but it requires surface cache to get indirect and surface cache doesn’t support skeletal meshes. Something what we need to solve.
The only workaround is r.Lumen.HardwareRayTracing.LightingMode 3
which will add indirect from an unshadowed skylight at every hit point, but that’s likely not what you are looking for here.
They trace extra reflection rays on ray hit. Imagine looking at something with a low roughness in reflections: