Ray traced Reflection screen cull

Hi all,

I’m currently working on my first big unreal project. And I wanted to try out the ray-traced reflections.

There is Like a camera face cull angle I think because In certain angles I would see reflections of my sky instead of my ceiling.
Or on the edges of my screen The reflections would be of my Sky dome.

It feels like there is a bounding sphere around my camera in which he calculates the reflections, for which I can’t seem to find the parameter to make it bigger.

I bumped up the bounces, changed the max and min ray distance to extremes and still no changes.
I added some screenshots that show what I mean.

Does somebody know what causes this?

Thank you very much. :D:D