Why does my metallic reflection look weird?

Hi everyone!

I’m trying to make a kinetic wall with metallic tiles, but I’m having an issue with the reflection. Each tile has the same reflection, but it should look like a single reflection for the entire wall. The model was imported in fbx format with animation. When I view the skeleton mesh in the asset window, the reflection appears fine. However, when I open the animation sequence or put it in my level the reflection looks weird. Do you have any ideas on what might be causing this problem? Thank you!

What it looks like in the editor:


What it looks like in the asset window:

What were your normal settings before your import? Did you tell Unreal to create new normals upon import?

Check if you have a reflection probe in your scene near the object. If It is using a reflection cube map it requires the data from somewhere.

Reflections come from reflection probes (static only), skylight, SSR, or lumen/ray traced reflections doing their own thing.

hi thanks for replying. I’m using UE5 Lumen for reflection. I think there’s no reflection probe in UE5?

Hi thanks for replying. I’m using UE5 Lumen for reflection. Is there any way to control how the reflection looks?