UE5 Major Bug - Nanite and Planar Reflections on Translucent Materials

I am fairly new to Unreal Engine, and I came across a nasty bug with nanite that I have not seen mentioned on the forums yet.

Here’s the issue:
I have a plane with a basic water shader - just translucent with metallic set to 1 and roughness set to 0 (it has normal displacement for ripples and opacity set as a parameter, but the problem persists when I turn those off).
I place a planar reflection on the plane, which dramatically improves the reflection quality/accuracy.
I place a nanite mesh UNDERNEATH the water plane. (e.g. rocks on a river bed)
A reflection of said nanite mesh appears ON TOP of the water plane. (as if the mesh were floating above the water)

I have troubleshot this problem for 2 days straight to no avail. It seems that nanite meshes are not compatible with planar reflections on translucent materials if the meshes intersect or are below the translucent plane. In other words, you can’t put nanite meshes inside of water! That’s a pretty major limitation!

Anyone have some insight into this problem?

UE 5.0 is here, and I’m also having this bug. Except even worse, it’s not just on translucent materials!!

Not sure if anyone has found a solution yet, but it even happens with general scene 2d captures as well.

Not even making the reflection capture show-only (As I’ve done in this screenshot) prevents this issue.
(Sorry if it’s hard to tell what’s happening in this example, but to reproduce on your own just grab a planar reflection actor with Planar Reflections enabled in the project then have the nanite mesh behind the planar reflection actor.)

Nanite is just PR speak for some bad tech . Just let nvidia develop all the ray tracing stuff and trust them not epic .

Hi There, i’ve got the same issue here, i would like to know if it’s caused by RT from my RX6750XT…if is that so, i might consider sell that, and get Nvidia 3070 istead