Reflection capture controlled by the blueprint?

I need to update reflections when certain event happens. I know there’s such functionality in Unity’s reflection captures, but I can’t find anything similar in Unreal. Or at least I want realtime capture, which I can’t find either

Only thing I can find is a console command:

r.ReflectionCaptureUpdateEveryFrame

I guess you could switch it on and then off. But apparently it’s a pretty heavy operation.

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You can use multiple captures and show/hide them when needed, I did this years ago for a school project. All I did was capture with one lighting type, then hid that capture changed the lighting and captured with another reflection capture. Then I set up a small BP to show each capture when I changed the lighting. I think all up I had around 12 different lighting captures.

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