Cubemap Reflections are not Applied to Blueprint Meshes

In my blueprint, I have meshes referenced in an array. When the index changes, the static mesh component updates with that indexed mesh.

The sphere and box cubemap capture actors get the cubemap of the scene, but any blueprint mesh is not rendered into it. I verified this by also dragging in the raw mesh and capturing again. The capture will only grab that raw mesh.

Hey Quantum Theory,

So there is a way to update your ambient cubemap via Blueprints using the Skylight actor, but you cannot update your reflection capture actors at runtime, and here is why.The Reflection Environment works by capturing the static scene at many points and reprojecting it onto simple shapes like spheres in reflections.

Artists choose the capture points by placing ReflectionCapture Actors. Reflections update in real time during editing to aid in placement but are static at runtime. Projecting the captured scene onto simple shapes gives approximate parallax for the reflection. Each pixel blends between multiple cubemaps to get the final result. Smaller ReflectionCapture Actors override larger ones, so you can refine reflection parallax accuracy in areas as needed. For example, you might place a capture at the center of a room and then refine the reflection by placing smaller captures at the corners of the room.

This was taken directly from our documentation found in the link here. Hopefully this clarifies things but let me know if you are still having trouble understanding the concept.

Cheers,

I understand the concept but this isn’t the answer. I’m not looking to update them at runtime. I should’ve clarified that this occurs at editor-time, not runtime, and I’m using the construction script…

Meshes that are in blueprints are not captured in reflection actors. I should’ve reworded the topic.

Blueprint meshes can receive reflections, yes, but blueprint meshes are not rendered into cubemaps.

Where are you applying your Ambient Cubemap?

The ambient lighting is created by the skylight. That’s working fine.

Reflections are done with box and sphere reflection actors. I bake lighting, place a reflection actor, and update the capture. Blueprint meshes will not be written to the reflection actors. Try it.

Got it.

The meshes must be tagged static inside the blueprint. It’s implied in the 2nd bullet point on the bottom of that page you linked. It should be a bit more obvious than that though :wink: