Using the ReflectionsOnly Render Pass in MRQ? (AOVs)

So we’ve been trying to determine how to get as many AOVs and AOV-like functionalities out of UE5.1 and can’t seem to figure out what the point of the ReflectionsOnly render pass is. The problem with it is that it ignores any roughness values you set on materials, which begs the question: What do you use it for? Is it possible to multiply the roughness pass and reflection pass together somehow to control a level of blur in compositing perhaps? Any insight would be appreciated!