any improvements planned for reflections on mobile?

MOBILE SPECIFIC:

I’m curious how we can create levels using sphere reflections capsule if radius isn’t taken into consideration in reflections. just pivots and near reflection plane. Can’t show you any images because of the NDA but I’m really far away from good results when I have 5 rooms with different lighting style (dark, fire, cold)

We are starting to create our next-gen mobile game and we are curious if this will be changed shortly or it will work on K1/Metal only.

I will be really grateful for some information about this because what we can create now is just one room/one simple scene with same style of lighting to get really good looking reflections on mobile.

I will be really grateful for some Epic information about this. Maybe a place in code where we can implement sphere radius on ES2.

On mobile, each object will use the reflection capture closest to its bound’s center. So it is possible to have different reflection cubemaps used in different rooms, but it will be difficult to setup right, because large objects will probably use the wrong one. If you could assign which reflection capture to use explicitly, you could get it right (although there would still be seams between rooms where a different cubemap was used). This hasn’t been done yet, but it’s on our future list.

Thanks .

Can you please let me know where should i search for implementing this functionality by myself?

It’s critical for us.

UPrimitiveComponent needs an AReflectionCapture reference, which the artists will manually assign. FPrimitiveSceneInfo needs to store the UReflectionCaptureComponent pointer on registration of the UPrimitiveComponent. FScene::FindClosestReflectionCapture needs to be changed to accept that stored UReflectionCaptureComponent pointer, and it uses that to search through RegisteredReflectionCaptures and find the matching reflection proxy. FindClosestReflectionCapture returns the matching reflection proxy and everything should work from there.

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I am running into this same issue of ineffectual reflection capture radius for mobile/html5. I have tiled my floors with unique reflection captures that are closest to the bound’s center. This doesn’t resolve the issue that the radius of each reflection capture is unalterable. I essentially get individualized reflection captures, but they are all useless, because the radius is inaccurate.

So how can I store the UReflexcitonCaptureComponent pointer on registration of the UPrimitiveComponent?