Hi everyone,
I’m working on a video render in Unreal Engine 5.7 (RTX 3090) with a 25-meter corridor containing 1000+ Rectangle Lights and emissive materials to create an LED neon effect with color animations via Sequencer.
Direct lighting renders perfectly, but floor reflections are incomplete: most of the emissive lights are missing from reflections, emissive materials don’t appear in the reflected image, and lights seem culled by distance. This happens with both Lumen and Ray Tracing enabled. When I activate Lumen Reflection View, the floor surface doesn’t look good.
Current settings:
LumenSceneViewDistance: 20000
LumenMaxTraceDistance: 20000
LumenReflectionQuality: 4.0
LumenSceneDetail: 1.0
Hardware Ray Tracing: Enabled
Screen Traces: Enabled
I’ve already tried increasing Lumen distances (up to 60000), enabling r.Lumen.TraceMeshSDFs and r.Lumen.ScreenProbeGather.ScreenTraces, and switching between reflection methods.
Is this a known Lumen light budget limitation? I would like to see the emissive material in the reflection using Lumen. If it is not possible I can switch to Path Tracing but it seems that the issue does not depend on one or the other. Any recommended settings or workaround for high light/ emissive materials count scenarios?
Screenshots attached. Thanks for any help!




