I use Lumen with Hardware RT. Interestingly, the Lumen Scene looks the same as the reflection in the Windows.
I tested other reflective materials with an unreal cube and the issue was alwasys the same.
I hope someone has an idea, why this is happening. I certainly don’t.
If you need more information, please ask and i will provide
Edit:
I switched the Defaul RHI from Vulkan to DirectX 12. Now it is better, but the reflection of the roof ist still the same wrong scale.
Everything that is visible in the pictures, is made in Blender and exported/imported as FBX, without changing anything, except giving a glass shader from the Unreal Market to the Windows.
I also discovered, that when i take the Boards that make up the Floor (and being reflected properly) and move them above the camera, they suddenly get reflected in the same weird way. A flat Cube with a wood Material gets reflected properly tho, despite being in the same position.
Well, good news bad news depending on how you look at it.
It works perfectly fine on my machine using default import settings for the FBX.
So it is most likely something specific to one of the materials or a project/post process volume setting.
Both the mesh and textures are normal. I just created very basic glass, metal and wood materials for this.
I’d start with re-importing the mesh, make sure you have the right UV channel selected for textures in the material and perhaps try testing alternative materials.
Edit: Oh, and in an unrelated note, your UV map appears messed up on the board between the middle and outer windows, causing a distortion.