Question regarding raytraced reflections of translucent objects

I’m using Luoshung’s GPU lightmass 4.27 in this experiment project I’m working on. My question is related to the raytraced reflections, any idea as to why raytraced reflections show translucent objects as an opaque black appearance when the reflection is off of another translucent material? The glass in the foreground is indicated by red arrow, and the raytraced reflection is shown in blue off of another pane of glass (showing the foreground glass as opaque in its reflection. Both meshes are using the same glass material with the settings as per the screenshots.

Did you ever get a fix for this? Feel like there are no answers online.

Hi @AlexanderDring1 !

Welcome to the Unreal Engine community! :medal_sports:

Forgive me if you have already been there, but have you tried searching this thread for any answers?