I’m trying to use a reflection capture in a scene, however I don’t want it to reflect the sky sphere. I can place it in my scene, turn off the sky sphere and hit “update captures” on the reflection capture. And this is exactly what I want, everything looks great. However, when I build the game, or launch it, or close and reopen the editor, the reflection capture updates with the sky in it.
How can I prevent the capture from updating, or how can I force it to update with the sky hidden on begin play?
The Reflection Capture Actors are meant to be used for non-dynamic reflections in a scene, so updating them at runtime would invalidate all of you built materials and cause errors in your final product.
Now that being said, you could try moving the Skysphere to another level which is always loaded and turn it off in the Level Tab then Build the level that the Sphere Capture is in. This will produce a black capture for your Sphere Reflection Actor.
Ideally though you would add a Skylight and change the Source Type of the Skylight to a Specified Cubmap, and that will allow the Sphere Reflection Actor to completely ignore the captured Scene in favor of the input Cubemap.
Hi @Lovecraft_K ,
First, I want to apologize because I know this post is about a topic from quite some time ago, but I didn’t want to create a new thread for this question.
I’m trying to understand something about Reflection Capture Actors. If these actors are supposed to provide non-dynamic reflections, why do they seem to have processing overhead similar to dynamic reflections? Is there something about how they work behind the scenes that causes this?