@:
In fact, that’s all you need to make planar reflections:
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adding a “clipping plane” option with a few parameters (center of the plane, right vector of the plane) to the scenecapture 2D actor. Then you could display these reflections in any mesh you want by plugging the render target (with screenposition in uv’s) to the emissive channel of it’s material.
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adding a optionnal “mirroring location” flag so that the scenecapture position mirrors the camera position, so you don’t need blueprint stuff to get this result (optionnal only so that you could also use the clipping plane option to make portals much easier).
About the rendertarget size: it could however been defined manually according to the choosen game resolution.
This way, it wouldn’t “just work”, you would have to edit emissive channels manually to make it work (which is trivial) but you would have all possible controls over the reflections (those given by the scenecapture showflags and postprocess tweakings).
That’s what I thought planar reflections would be (as an extended version of scenecapture2D actor - because that’s how Ryan Bruck’s described this in an other pot) and that’s why I was surprised when I saw how it was implemented.