Scenario: Small rectangular room enclosed by 4 floors a ceiling and a floor. One wall has a door in it. This door is normally closed and is closed when reflections are built.
There is a single rectangular reflection capture in the middle of the room and the capture is the size of the room.
There is a single rectangular light in the ceiling to simulation a business office ceiling light.
There are several posters on the wall with a glass cover, this shows the reflection.
However the reflection does not show the door in the wall or any other doors down the corridor outside, as can be seen from this SS:
What am I missing to try and solve this? I am not too worried about the distortion outside the door as that would not be visible if the door is in place. Thx in advance for any info on this.
Unreal Engine reflection captures only capture static objects during a lighting build. Objects within a Blueprint are typically set to movable by default, which means they are not included in the baked reflection capture data.
Reflections are baked so ignore any movable objects. I will have to look at another option for this reflection instance. Since a door is only a door if it can be opened.
Dunno where you read that, but it’s wrong. Reflection captures will include moveable meshes including those in blueprints unless they are set not to be included in reflection capture visibility.
I just verified this in 5.6.1. I have no idea what your issue could be other than the visibility options in the blueprint… I’d suggest you try reproducing this in an empty blueprint with just the mesh component and empty scene.
Ah I did forget to mention I am still using 4.27 for this project and I have replicated the issue,
Switching the moveable item to static in blueprint does cause it to show in reflections. Perhaps this has changed in 5+.
I have never had any luck with FPS in 5+. Projects always have a massive drop off in performance each time I have tested it.
Each time a new version is released I create a default 1st person example from the default options in both versions, nothing else added and the drop is frame rate performance is dramatic. So there is probably a switch or something I am missing but to date it is not possible for me to switch.