Unable to make screen space reflection for mobile: "Planar Reflection Mode" setting disappeared in UE 5.7.2

Hi I tried to make screen space reflection in Planar Reflection(yes it is possible to avoid rendering the scene twice for mobile, only use screen space information to make reflection) in UE 5.7.2 by following this tutorial(Screen space reflections in Mobile in UE5: https://www.youtube.com/watch?v=vb_YCet_2qU), but the “Rendering” section in “Project Settings” changed a bit since 5.7.1 and I am not sure how to set it.

UE 5.3.2 has “Planar Reflection Mode” in Rendering section

UE 5.7.2 no longer has “Planar Reflection Mode”(no keyword “MobilePPR” as well), but there is a “Screen Space Reflections(When using Forward Shading)”, is it the corresponding one? The prompt said “Support Screen Space Reflections with mobile rendering. Screen Space Reflections on mobile require TAA Changing this setting requires restarting the editor“.

I successfully created in UE 5.3.2 but UE 5.7.2 not working the same way.

UE 5.3.2 Screen Space Reflection using Planar Reflection(Planar Reflection Mode: MobilePPR)

UE 5.3.2 Normal Planar Reflection(Planar Reflection Mode: Usual, will render the scene twice)

I found that both “Forward Shading“ and “Deferred Shading“ for Mobile Shading work fine.

However in UE 5.7.2 I always got the perfect reflection(render twice, not good) even “Screen Space Reflections(When using Forward Shading)” is enabled.

Only partial boat model within the screen space(top right corner) but Planar Reflection still shows the entire boat clearly. I checked the poly-count and it was rendered twice.

What I have tried:

  • Make sure using forward shading(deferred shading also not working, I tried)
  • Make sure Anti-Aliasing Method is “Temporal Anti-Aliasing(TAA)”
  • Make sure “Support global clip plane for Planar Reflections“ is enabled
  • Directly modify DefaultEngine.ini “r.Mobile.PlanarReflectionMode=1“ in Config folder

None of those fixed. Does anyone know how to solve it?

Updated:

I did some experiments, seems like UE 5.4+ uses a mixed mode based on the device’s performance, no longer handles reflection like UE 5.3 just purely “PPR on” or “PPR off”.

Triangles drawn of a boat model, no Nanite no LOD.

UE 5.3.2

Column 1 Column 2
Directly hide planar 14531
Planar Reflection Mode MobilePPR 19970
Planar Reflection Mode Usual 21389

UE 5.7.2 doesn’t have Planar Reflection Mode, but seems like more related to the device’s type.

Column 1 Column 2
Android OpenGL
Low 21292
Medium 23108
High 23304
Android Vulkan
Low 25156
Medium 26974
High 27172
PC D3D SM6 29088

When it goes to higher quality, the triangles drawn closer to double of the original model(maybe rendering twice?). So it is up to the engine to automatically scale instead of developer controlling it on or off?