From an unity answer talking about UE4
var objectQuat; // from world rotation
var mirrorNormalQuat = new Quaternion(plane.x, plane.y, plane.z, 0);
var reflectedQuat = mirrorNormalQuat * objectQuat * mirrorNormalQuat;
i’m not sur if the plane is represented by it’s normal here, but i guess you can give it a try
edit: according to this plane is indeed represented by it’s normal