Sphere Reflection Capture Falloff Issues

I am having difficulties with sphere captures in 4.15. There seems to be no falloff on the capture. wherever the Influence Radius is set, it throws a harsh edge on all geo at that based on the sphere.
Has there been major updates to how the sphere captures are working since 4.13? everything seemed to be working fine and still does in the version i had of the file from then.

It is expected that you have one sphere with a larger radius to cover your whole level, and then place smaller spheres within that. There is blending but it only works to weight between multiple captures.

I have already been using this technique and still no luck. This screen grab is from a Level with the scenario you described.

was there ever a response to this? im having the same issue

https://forums.unrealengine.com/development-discussion/rendering/119967-sphere-reflection-capture-falloff-issues

I am facing the same problem as well. I have a large sphere reflection capture covering the level and getting hard falloff as shown below:

Hi!

As it was said before: if you have (and you definitely should!!) more than 1 reflection capture covering the same area with different sizes (a large one covering your whole scene, then smaller and smaller ones where you need more accurate reflection) you shouldn’t see those hard lines but they blend nicely!!

Makigirl, thanks a lot. I did misinterpret Ryans post - just having one large capture and a small one was simply not enough - got that point now. Added another smaller one to the front of the room and it looks perfect.