Current overview of what I have:
Some spheres which each have their own ‘USceneCaptureComponentCube’ component. This is used to take a cubemap of the scene from the position of the spheres, and with this cubemap I apply it to a material which I use on the sphere to give the effect that the object is reflecting the world correctly. While this approach works, it is very process heavy as you’d imagine, as the USceneCaptureComponentCube is capturing all of the other actors and data within the scene.
What I was hoping for, is to know if there was a way for a ‘USceneCaptureComponentCube’ camera, to select specific objects (the dynamic ones) to render into the cubemap, as to reduce the amount of data each ball would need to update each frame. In Unity, there was a way to give layers/tags to specific objects and then for certain cameras, they would only render those specific objects within a layer mask. I would then blend this reduced render of my dynamic scene objects with a pre-made static cubemap to give the illusion of a correct, real-time reflection of the world.
My AnswerHub question which directed me here.