Why the Emissive objects aren't getting reflected properly

Hello Vikasraj0411,

Reflections in Unreal Engine can be a bit tricky to manage when you’re still learning the software. The engine will always try to optimize reflections for performance reasons, which is why there are so many settings related to them in the project settings.

Following Shaun’s messages and your screenshot, the first thing that stood out to me is your current project settings:

Use Hardware Ray Tracing When Available: Enabled
(This allows full Ray Tracing capabilities if your system supports it, along with other options that can be toggled.)

Software Ray Tracing Mode: Detail
(This uses an optimized version of your mesh for reflections via Mesh Distance Fields, based on voxel technology. If set to Global, it uses a cheaper option called Global Distance Field, also voxel-based but lower resolution.)

Ray Lighting Mode: Hit Lighting for Reflections
(This is a hardware feature that enables high-quality Ray Traced reflections—but it’s performance-intensive.)

What’s strange is that in the Lumen Overview under the Reflections view, you should see “HRT Hit Lighting” written in yellow if hardware tracing is used. But since you’re in Software RT mode, that might be why Shaun asked you to verify if your GPU supports RTX/RT features properly.

If you’re in Software Ray Tracing in Detail mode, like in your screenshot, you’re relying on Distance Fields for reflections. One important thing to understand is that the voxel-based system needs enough mesh data (size and detail) to correctly represent your static meshes in reflections. Try increasing the size or thickness of your mesh to see if that helps.

Another thing to note: if you switch to Hardware RT, translucent materials won’t appear in reflections.

Here are some screenshots to help clarify this.

Hope this helps!




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