Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Not sure how you are handling the render change, but there’s a cvar called r.ApproximateHybridRaytracing that disables ahr. When disabling it from the engine ini (setting it at 0), ahr is not even initialized, so it mostly works like the “vanilla” version. If the engine started without AHR enabled, enabling it at runtime can cause crashes. But, if you start with AHR, disabling it later by setting the cvar to 0 doesn’t causes problems, and as it doesnt release any objects, it just “pauses” AHR, you could disable it for the top-down view, and re-enable it for the other view.
Not sure if it’ll work straight away, but think that’s the way to do it.
About videos, sadly no, I haven’t had much time to make new videos.