Many different approaches to SSR + Translucency even in 4.8

Thank you Sir! I did paste it in a function and took that function into my material, but I think I’ve misunderstood the purpose of this function? Is it supposed to be a UV map for a HDRI map in order to fake reflections? (Where I for example can put that map in the emissive channel?) Or is it meant to do something with a set of cube capture maps perhaps?

It seems like my screen space reflections (when using translucency with SSR on) is very weak, even if I narrow it down to a black opaque ish material, - plus that the SSR seems to be limited in distance and angle.

I came across this thread: Glass material. Is it possible to get Transparency+Reflection? - Architectural and Design Visualization - Epic Developer Community Forums

Where Sitrec posted this:" I downloaded the Master branch a few days ago now and it has been added, as you can see in this very quickly thrown together test. It is simply a new checkbox option in the Translucency section of the material’s details panel." - YouTube

He seems to have both working SSR and Translucency.

Thnak you very much for your help and time!