Render passes in UE5.1

Hi!

I been trying to figure out how to get common render passes in UE5. But can’t seem to find good documentation or videos that goes in depth on the topic. I watched William Faucher’s and Winbush’s videos on the topic, which where helpful for understanding the basics.

Coming from 3DS Max + Vray I am used to using multiple render elements. These are the ones I always use:

image

My questions are:

  1. How do I make two objects ID’s one for geometry and one for material?
  2. How to I get a refraction pass
  3. Why does everything in the reflection pass look chrome even though not all materials are that reflective?
  4. Why are my passes metallic, roughness and specular completely black even though I have objects that have these values?
  5. How do I get global illumination as a pass?

I have the same issues, I understand that not all pass are not available now, it is not a big issue. But why the reflection pass is actually rendering as reflective even object that have no reflection at all? And how are we supped to mask them?