# Lumen Reflection Glitch

**URL:** <https://forums.unrealengine.com/t/lumen-reflection-glitch/1658652>\
**Category:** Rendering\
**Tags:** Reflections, unreal-engine, glitch, Lumen, Rendering, question\
**Created:** [February 1, 2024, 5:51pm UTC](https://forums.unrealengine.com/t/lumen-reflection-glitch/1658652 "2024-02-01T17:51:13Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![X2732](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@X2732](https://forums.unrealengine.com/u/X2732)\
**Post date:** [February 1, 2024, 5:51pm UTC](https://forums.unrealengine.com/t/lumen-reflection-glitch/1658652/1 "2024-02-01T17:51:13Z")

</div>

Hi there,  
I noticed a problem with lumen reflection and was wondering if there is a simple way to fix this. If you have a floating object above a reflective floor there seems to be a secondary reflection of the object, but only if it is in front of a wall.

I attached two images (Lit and Reflections view) made in a blank project with the standard settings. The red circled white reflection is what im referring to.

If anyone has a solution for this please let me know.

Cheers

 ![HighresScreenshot00000](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/f/6/6f6675263db1c22ecb3964b49c993b8e3cdcc613.jpeg)  
 ![HighresScreenshot00001](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/c/6/cc6d13675bce145b74e1fec9580ab1cd0a3cd8b1.jpeg)

---

<div class="post-metadata">

**Author:** ![BananableOffense](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BananableOffense](https://forums.unrealengine.com/u/BananableOffense)\
**Post date:** [February 1, 2024, 6:14pm UTC](https://forums.unrealengine.com/t/lumen-reflection-glitch/1658652/2 "2024-02-01T18:14:25Z")

</div>

> [@Lumen reflections problem](https://forums.unrealengine.com/t/lumen-reflections-problem/566240/2):
>
> When lumen is attempting to draw a reflection, first it searches for a screen trace (essentially an improved SSR). The floating cube blocks the screen space view of the objects in the horizon, so it must fall back to lumens raytraced reflections instead of a screen trace for drawing the reflection in the water. How this will look depends on your settings, but usually Hardware RT with “hit lighting” as you have set offers the best results. However, not all material features are currently support…

This is caused by screen tracing, and the discontinuities between the ray traced and screen traced part of the image.

---

<div class="post-metadata">

**Author:** ![X2732](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@X2732](https://forums.unrealengine.com/u/X2732)\
**Post date:** [February 2, 2024, 10:34am UTC](https://forums.unrealengine.com/t/lumen-reflection-glitch/1658652/3 "2024-02-02T10:34:29Z")

</div>

> [@BananableOffense](#):
>
> c

Thank you for the reply!  
Is there a way to fix this problem or do we have to deal with it for the moment

---

<div class="post-metadata">

**Author:** ![BananableOffense](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@BananableOffense](https://forums.unrealengine.com/u/BananableOffense)\
**Post date:** [February 2, 2024, 7:12pm UTC](https://forums.unrealengine.com/t/lumen-reflection-glitch/1658652/4 "2024-02-02T19:12:42Z")

</div>

You could turn off screen tracing, or alter the materials in some way to make the discontinuities less obvious
