Why the Emissive objects aren't getting reflected properly

As far as I know, the NVIDIA T400 and TXX00 series don’t come with hardware ray tracing capabilities. Ray tracing is usually supported in the A-series GPUs, like the A2000 and above.

So if you want to use ray tracing, you’ll need to rely on your CPU and the software-based solutions described in the previous post. (My screenshots were taken from version 5.5 of Unreal Engine.)

In version 5.6, to manage these settings, go to:

EditProject SettingsEngine category → Rendering
Then look for the Lumen subcategory and the Hardware Ray Tracing settings.
Or simply type “ray tracing” in the search bar at the top of the Project Settings window.

If you’re sure your GPU doesn’t support Hardware Ray Tracing, you can disable the option:
“Use Hardware Ray Tracing When Available”

At that point, you’ll only be able to use Software Ray Tracing, and you can choose between:

  • Global Tracing (uses Global Distance Field)
  • Detail Tracing (uses Mesh Distance Field)

:warning: Note about UE 5.6:
For some reason, switching between Global and Detail tracing doesn’t seem to update the reflections view properly. I’m not sure if there’s a new setting required to enable Mesh Distance Fields for reflections in this version. If anyone knows more, feel free to chime in!


Currently, to make your small lamp appear in reflections, you have two options:

1.
Enable Screen Space Reflections in your Post Process Volume.
Since this is a screen-based method, the light/lamp must be visible on screen to appear in the reflection.

2.
Increase the size of your lamp’s static mesh so it becomes large enough to be included in the Global Distance Field.





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