PlanarRefelction not working with nDisplay

Help needed with PlanarRefelction please!

I’m working with the Beech Forest Ecosystem scene from the Marketplace and I’m having a problem with the PlanarRefelction when used with nDisplay. I also get the same issue with a clean project with a simple build and a new PlanarRefelction.

See clip:

Sorry for the record quality, my Dev PC is a bit long-in-the-tooth.

You’ll see I’ve dropped a basic nDisplay into the original scene level, and the PR doesn’t reflect anything in the nDisplay viewport, and it flashes. I get the same result in runtime on my display pc when launched via the Switchboard. (RTX 4090)

I’ve tried deleting the PR and which brings back the reflections, but they are very dithered. I’ve tried all sorts of Project / Render / AA settings and PostProcess settings to improve them, but they never look as good as they did with the PlanarRefelctions in the editor. The PR also works when you Run the scene in game mode. It’s just the nDisplay that has the issue.

Any help would be welcome. Please tell me there is a tick-box I’ve missed…
Thanks in advance.

Update, having messed around with all of the PR settings. Making sure Global Clipped Plane setting is ON, all sorts of combinations for the Priority settings, and adjusted the clipping plane values in the project settings - after 3 days +, I’ve given up on the PR!

I then went to Lumen for the reflections and found Marketplace scene had an odd parameter in the water material that was casing the dithering. Normals UV Tiling was at 3000 - I’ve changed it to 1! Once I found this, I was able to get the water looking good without the PlanarRefelction. Perhaps “this is the way”?

The important thing is that this works via nDisplay, unlike the PR!