Strange Artifacts in Reflective materials

Hello Everyone! I’m new to UE4, but not new to the game engine industry. I’m experiencing some weird results with artifacts in reflective materials.

See that suspicious black ring towards the bottom? I’m completely perplexed on this one. This is a simple material with just a base color, metallic = 1, and a low roughness.

artifact1.png

In another example, here is a door looking out. (Yes, this comes from the youtube video series, great tutorials btw)
artifact2.png

Just to be clear, it does not always do this, at other angles the “reflection” (I’m aware that it is faked, and not a true reflection) turns out fine.

Thanks in advance for helping, and sorry if this is super obvious or something. I’m thinking it probably has something to do with my machine?? In the above mentioned youtube series his machine didn’t appear to make these artifacts. Thanks again for your help, so far I’m loving UE4!!

Also, dxdiag: I cut out a lot of stuff. Thanks again!


System Information

Time of this report: 12/13/2014, 19:48:24
Machine name: ASPIRE
Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_r3.140827-1500)
Language: English (Regional Setting: English)
System Manufacturer: Acer
System Model: Aspire V3-572G
BIOS: V1.09
Processor: Intel(R) Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz
Memory: 8192MB RAM
Available OS Memory: 8116MB RAM
Page File: 4554MB used, 4840MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11

Card name: NVIDIA GeForce 840M
Manufacturer: NVIDIA
Chip type: GeForce 840M
DAC type: Integrated RAMDAC
Device Type: Render-Only Device
Device Key: Enum\PCI\VEN_10DE&DEV_1341&SUBSYS_08671025&REV_A2
Display Memory: 4020 MB
Dedicated Memory: 1972 MB
Shared Memory: 2048 MB
Current Mode: n/a
Driver Name: nvd3dumx,nvwgf2umx,nvwgf2umx,nvd3dum,nvwgf2um,nvwgf2um
Driver File Version: 9.18.0013.4411 (English)
Driver Version: 9.18.13.4411
DDI Version: 11
Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1

It’s due to the screen space reflections, it can only render what’s visible, and while it’s mostly accurate, it can sometimes reflect wrong. Make sure you add some reflection probes, which are prerendered and can fill in the areas that the SSR doesn’t get.

Ok, thanks for your help.