There’s been issues in .26 with metal appearing black - but not in previous versions.
Depending on applications the solutions can be nearly infinite.
In a fixed room scenario:
Capture a box capture image at the desired resolution of the base color in engine.
In the master material for all the metallic objects, use the captured texture.
In a dynamic room scenario:
- did you build the reflection captures?
- is the light set correctly?
- is the skylight set correctly?
- note that it used to work by default, at least in .24 when I tested armor plating - be that as it may, it was a skeletal mesh, so maybe different pipeline.
Other things to consider.
Distance fields?
Shadow depth?
Reflection capture size (as in the resolution)?
Rendering pipeline (dx12? Vs 11)?
Material shader model in use?
Published or pie?
There’s probably more. Just can’t think atm.
Try .27 preview.
Since the rendering is apparently faster than .26 they may have fixed whatever screw up they refuse to admit they pulled with .26.