Mirror Material without using RenderTarget

I noticed that some materials can actually reflect scene and act like mirror. Sadly, default reflection range is quite short and instead of objects reflects either darkness or skybox.

Since default trick with RenderTarget and camera is not perfect, is there a way to actually increase reflection radius?

I found something called Planar Reflection Volume (oh the irony, it was even on screenshot before cut), it is basically the method to tell the engine to render larger distances of reflections. It works quite good, but without multiple reflections between two mirrors, which sadly could be just an imperfection of UE4. I’ll try to expand and implement in C++ my Mirror class and I’ll post the result.

I found it. It’s easiest thing in the world - you actually have UPlanarReflectionComponent which you can include in place of your reflecting surface. You need only to rotate it properly to actually get PlanarReflection parallel (and in place) to reflecting surface. As I wrote before, multiple reflections are probably impossible on this stage of Unreal Engine (…shame), but other than that everything works great. Maybe reflection has too small resolution, but you can probably change it in UPlanarReflectionComponent properties.

Hey Ch3shire, first time on this forum but if it possible could u send your exact blueprint for the failed mirror that was in the picture above? Currently have a problem where I am making a maze entirely out of mirrors and the mirrors have a massive black/shaded area on the lower half of all objects with the mirror material. Yours looked like it didnt, wondering how you did it.

I was looking for a solution for this and found your answer which was helpful! Thanks!

To increase the resolution of the reflection, push the “Screen Percentage” to 100 (from default 50).