I am trying to create windows that are transparent on one side and almost 100% reflective on the other side. I know how to do this, but I am stuck with something I do not know how to resolve. I made a very simple material, just setting a white base color, a metallic value of 1 and a roughness value of 0. That should give me a perfect mirror right? Wrong. I got something much weirder:
As you can see, the reflections on this object are really weird and do not look how reflections are supposed to look.
Also, the SphereReflectionCapture Actor has it’s influence radius set to the maximum (same issues existed on the default setting).
Static lighting is disabled in my project, I only use dynamic lighting.
Am I missing something really obvious?