I am trying to enable ray tracing through a PostProcessVolume. The camera is definitely within the volume, it is the only post processing volume, I have the appropriate version of Windows and an RTX card, started UE4 with -dx12. However when I switch between ray tracing and screen space reflections there is no change and it always appears to be screen space.
I am doing what is depicted in this official video Real-Time ray tracing | Feature Highlight | Unreal Engine - YouTube
Do I need to do anything with the existing reflection probes or materials? Are there any other settings that might be interfering? Thanks.