I have a sci-fi-like room in my game that has a lot of walls, ceiling, floor and other objects, all made with pure metallic materials. As we know, metallic materials need a reflection capture to look nice, otherwise they will have nothing to reflect and will appear mostly black (except the SSR, basically).
However, when capturing the reflections, since almost everything is metallic in my scene and there isn’t any reflection to show yet, everything is black in the moment of the capture. I though “it would be nice if Unreal ignore the metalness when capturing the reflections, using the specular color for diffuse instead”. Surprisingly, this is exactly what I found in the documentation:
Purely specular surfaces (metals) will have their specular applied as if it were diffuse during the capture.
(Source: Reflection Environment | Unreal Engine Documentation)
However, it didn’t work for me. Every metal appears black in the captured reflections. I tested in Unreal 4.22, 4.24 and 4.26. The results are always the same, like the screenshot below, where both the blue sphere and red plane are metalic:
Should I do something to enable the “specular surfaces will have their specular applied as if it were diffuse during the capture” feature? How I make this work?