Something is off with your fence material, maybe it´s normals are inverted and are facing inwards the fence mesh? Because your raytraced image shows only one layer of fence, while your pathtraced fence has two clearly visible layers. Try to activate two sided material for a test run
Also check, if the color is a pure black, cuz metal and pure black color input don´t like each other for reflections and will result in a pure black surface. Raise the color to a dark grey or white for a test (any value higher than zero/pure black should work), if your material is a metal. Reason for that is, that for metals, the reflection is driven by the color, the brighter = the more reflective the metal will be, and black simply translates to absolutely zero reflections/lithg in that area. Or your roughness is to high, or a combination of both.
I’ll give a try with “r.RayTracing.Reflections.ReflectionCaptures”
Some lights are actually getting reflected fine even on the same surface and it’s only ignoring bounce of directional lights. I’m sure I’ve set reflection bounce to 2 and only thing that I’m suspecting is the fact that the directional light has to go through transparent skylight glass. (I remember that RT threw some tantrum with skylight and transparency in early days)
I have to agree that something is very off with it. It’s actually reflecting other emissive objects fine on the same surface. It just got cut out of the frame.
Also tried two side material with no luck. the mesh normal is fine.
The albedo is not black so that’s also not a problem.
Maybe I’ll look in to master material to see how roughness got treated.