UE 5.0 branch - Reflection capture bug?

I’m not sure if this is the best place to post this but I came upon a weird behaviour when packaging to Android (Quest2) with a project compiled from the 5.0 release branch.

I have a large static mesh with a material that displays reflection capture. It will only display the reflection when it is small (scaled down). When it is unscaled it renders black. I have setup a button to turn the reflection capture vis on or off in headset to verify.

In the screenshots below you can see the water in the bay renders fine, but the large plane behind renders black. It seems that only objects up to a certain size will display the reflection capture data, and large meshes don’t.

If i try to use a single mesh for the bay and the ocean the entire thing is black.

Does anyone know why this could be?


Solved - the reflection capture needs to have its influence radius overlap more then half any objects receiving reflections. This behaviour is different to an earlier version i worked with (4.25.4) where the influence radius ‘just’ touched that object.