I was working on a prototype map and noticed recently that specular reflections (from stationary point lights) were showing through walls. Is this a limitation of the engine? If so are there any good workflow/workarounds I could use to minimize the issue?
Ah makes sense. So I’m seeing the information from the reflection capture inside the room. I’ll try a cubic capture as well and see if that helps my case. Seems like thin walls are just a pain.
im having this exact same issue, only I have no reflection captures. i have a complex material but went through it turning off and on and changing the values of everything but nothing resolved this. In comparison, I made a new simple material and gave it the exact same material parameters e.g domain, translucent, surface forward shading etc… and just gave it the same parameters of 0 for metallic and roughness and it did not have this issue. So in essence, I cant figure out why 1 specific water material does this or what to change or make to recreate it… if anyone knows id like to understand. the material that has this issue doesn’t use world position offset or specular , the things plugged in are all common and simple