Reflections on translucent Surfaces with active LPV

We are in the process of setting up an interior Viz scene and have decided to give LPV (Light Propagation Volumes) a try, as they seem to provide way more versatility and quality in terms of Interior-Viz-Renderings.
The only problem we got now is, that our glass surfaces aren’t reflecting anything.

When placing reflection-capture-spheres in the scene, they seem to get ignored by the translucent materials.
Furthermore when trying to use SceneCapture (2D or Cube)-objects, the editor crashes without any error message, as soon as you place the according rendertarget-texture in the slot of the scenecapture-node. Seems like those things aren’t working with LPV (?)

Are there any ways to get translucent objects to reflect anything with active LPV? Screen Space reflections work without any trouble on metallic opaque objects. Any way to force that on glass?

Translucent materials dont have reflections with LPV, and LPV isn’t a polished feature yet anyway. Also it is more suitable for outdoor lighting, since its GI approximation isnt precise enough for small objects and will probably cause a ton of GI bleeding especially for interiors.

I would go for static lighting or just normal dynamic lighting(with no GI) and support it with skylight really.

Thanks for your immediate reply.
We know, that LPV isn’t polished yet, still we wanted to give it a try and i have to say, that the results don’t look too bad either. We were able to controll the bleeding and get some really nice indirect shading. The fact with the not working reflections is a bummer though…

For your suggestion about the normal dynamic lighting approach: Any way in unreal to increase the light sample density of that volume, from which moving objects gather their lighting information?

Within the editor you can only influence the spacing of those samples by lowering the “Static Lighting Level Scale”. However this also influences other scale related aspects of Lightmass so a better way to change this is within the ini files. Create a DefaultLightmass.ini in the config folder of your project files. (If you don’t have one yet) And override the following entries:

[DevOptions.PrecomputedDynamicObjectLighting]
SurfaceLightSampleSpacing=
FirstSurfaceSampleLayerHeight=
SurfaceSampleLayerHeightSpacing=
NumSurfaceSampleLayers=
DetailVolumeSampleSpacing=

To find their defaults just look at the BaseLightmass.ini in your engine config folder.