I’m trying to implement a reflection floor using the Vehicle C++ example. The Scene Capture Cube is mirrored underneath the camera and parented to the car like so:
When playing the game in preview mode the reflection works fine
But when I try it out in the Standalone Game preview parts of the reflection are distorted
Did I miss something or is this a bug?
Hey ultitech_David -
This is a known limitation to Box Reflection Actors. Both the Sphere and Box Reflection Actors have limitations in what they can and cannot do. In most cases you will want to use a Sphere Reflection Actor as they produce a better (less artifact and stretched) cubmaps. For the type of reflection that you are looking for I want to point you to our reflection documentation as straight flat reflections will always have certain limitations and quality loses, Reflections Captures in Unreal Engine | Unreal Engine Documentation
Thank You
Eric Ketchum
Thank you for you help, I’ll be sure to check it out !
The selected answer is wrong. While true that Reflection captures have different distortion characteristics, that doesn’t affect SceneCaptureCubes nor would it explain different behavior between the editor vs. standalone.
I spent an hour debugging this and it’s a known separate bug: UE4 won’t realloc rendertargets > your window resolution. So if your scenecapturecube texture size > your game window resolution, you’ll see artifacts. This constraint doesn’t happen in the editor.
More details here: Scene Capture 2D max resolution - Programming & Scripting - Unreal Engine Forums
I appreciate you taking the time to follow up with me on this issue. It seems like this issue has been present since August. Do you know if the bug will be fixed any time soon?