Rect Lights not accounting for translucent normals

There is a bug when exclusively using rect lights - any normal information inside translucent materials is not rendered.

In the following test case, I show 2 translucent materials on spheres in an empty gym. 1 is an otherwise empty material with a single texture sample for the normals, and the other is the lacrimal fluid eye shader from Metahumans.

Using lights with equivalent settings (transform, intensity, raytraced shadows, affecting translucent lighting, etc.) only the rect light fails to render the normals as expected.

Is this a known issue, or expected behavior?

I believe I read once that it was a known issue. I’m having the same issue trying to studio light a car with rectangle lights. My temporary fix is using a plane with emissive the same size of the rectangle light since that will reflect in the glass.