Hi @ADemetriades ,
After a lot of trying and testing, it works perfectly. You will simply need some powerful lights and colors to notice the Global Illumination on Unreal Engine (or some special lighting situations). In addition you will need to use static meshes, as UE GI still doesn’t work on BSPs. And you can use a Backdrop too.
When you have doubts, to test RT settings, the scene already included with my tool it’s very good, as you can test and notice all the RT capabilities with that scene distribution, so you can place there a Backdrop, for example, and see that it’s working too:
Here examples and screenshots of evidences (and a new map that will be included in my tool’s next big update! Which is almost ready, in fact):
Scene with lights and Geometry placed, but no RT tweaks nor configurations made. Reflection captures built.
RT manually tweaked and configured. Around 10 minutes with only 5 lights! (The most lights you have, more time you will take to modify every one). To achieve this result, I put 3 samples per pixel on every light and every Post Process setting except of Reflections (as denoiser doesn’t work when samples are > 1), 2 global bounces on every PostProcess setting, a value of 20 on Spot Lights’ source angle and a value of 10 on Point Light’s source angle. Enabled RT on Sky and put it as movable as the rest of other lights, changed reflections, refractions and shadows to Area Shadows, tweaked the Ambient Occlusion default and weak value, and maybe any more little thing. Reflection captures enabled and built.
RT automatically tweaked and configured in less than 5 seconds using my tool. To achieve the same result, I put a value of 3 global samples per pixel on my tool’s panel except for Reflections, 2 global bounces, and a value of 20 on Spot Lights’ source angle. Rest of settings with default values.
Enabling RT Global Illumination with only one clic. Modified to 20 samples per pixel and 2 bounces. Using my tool.
Same settings than the previous one, but deleting the Skylight and using a Backdrop instead. Reflection captures rebuilt.
So all it’s working as it should! Best regards!