No offense, but my question was explicitly directed towards the developers of the engine. Anyway, you completely misunderstood what I was trying to get across.
If physically based rendering is a philosophy that could be applied to an extent here you should consider that reflection probes should be capturing albedo and at least the lighting pass. The way they work now makes everything within their radius look completely off, because it’s just an unlit capture on top of the render. When you look at a mirror you see other reflections, refractions, shadows and everything else, that’s the point I’m trying to make. They should follow SSR - they look realistic because it’s reflecting the beauty pass of everything in the screen, not just the albedo.
Remember the reflection actor in UE3 for mirrors and floors? That’s what I want in the form of a probe. I would feed the reflection capture actor the main lighting pass along the diffuse, just those two.
About diffuse emission - download 4.3 and use probes along the r.diffusefromcaptures command and you will know what I’m talking about