Reflections Stretching with faked isometric camera


So I’m using the method of faking isometric through lowering the FOV of the camera (to around 10 deg.) and placing it far away from the game plane (around 20 000 units) kind of like this method : ArtStation - Isometric Camera in UE4 by Chris Ferguson
The issue I’m having is with reflections being stretched out and with meshes that are in the air.

Here’s an example, the cube on the left is 500 units above the plane and the one on the right is on the plane.

I also haven’t been able to get refraction working on a distortion-type shaders.

Does anyone have any ideas why this is happening?