# 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:** 1\
**Showing post:** 2

<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.

---

_[View the full topic](https://forums.unrealengine.com/t/lumen-reflection-glitch/1658652)._
