Actually, it does.
Surely it isn’t perfect but i still believe that in a controlled environment like archviz it should suffice in most cases (or at least until (if ever) Epic gives us anything better)
Here’s how it looks on my end:
v=zegbDL7W7QY
Bear in mind that due to whatever reason, the capture actor does NOT “see” or use the LPV so i have GI shadows whilst mirror reflects pitch black shadows. Though with prebaked lighting this should not be an issue.
Of course there are few drawbacks of this method:
-The mirror reflection “angle” is calculated from the camera location in world space, having wobbly camera as i do results in reflection acting in wobbly way too. Whilst this sounds realistic, the reflection wobble is much more noticeable than actual head bobbing. Still, if your pawn has little-to-none head bobbing then it will be fine (especially if the bobbing is faked - as in, does not actually move the camera).
-the reflection is sampled from one point instead of entire mirror surface, and thus if you get too close to the source point, whole mirror will display the object which obstructs the “viewpoint”. Nonetheless you can still get quite close to it without causing it to artifact.