Reflections and Refractions in Raytracing

Hi,
I’m rendering glass material, trying get reflections and refractions at the same time, knowing Unreal raytracing doesn’t support.

What are the possible approaches that people tried here so far to achieve reflection and refraction at the same time?

One of the things I tried is to capture panoramic image of the map and use it as a reflection probe. Although it works fine in lookdev scenes, if I try to rotate the HDR to reflect changes in my scene(like rotating rect light in the lookdev scene), I can’t seem to animate the cube map’s rotation in sequencer.

Can’t seem to find and quick fix for that, is there any?

Also what are the other options people tried to do the same here?
Thanks.