Prevent an object from receiving captured reflections

I have some objects that have both an interior and exterior side. The objects are going to be moving while the game is running. The exterior looks great when accompanied by nearby reflection captures. However the interior of the object which should be completely in shadow and lit only by dim interior lights is covered in a very bright blue/white reflection due to the reflection captures casting the bright sky onto the ‘floor’ of the interior of the object.

Is there some way to cause a specific object to ignore receiving reflection capture information? Preferably, is there any way to tie the strength of reflection from those captures to the object’s material so I can use the ambient occlusion information that is already present to soften/eliminate the bright reflections. (Which, frankly I’d expect this to be the normal result of ambient occlusion to weaken both ambient light and reflections but it seems to not be the case)

In short: How can you keep bright reflections from outside from affecting the interior of moving objects?

I’ve searched around for a solution to this but the mass number of questions asking how to exclude an object being reflected makes it very difficult to find any results on how to stop an object receiving the reflections.

-Thanks in advance for any suggestions or solutions.

Generally, ambient occlusion should cope with it to some degree. In addition, you could try using a postprocess volume with ambient cubemap override over your moving object. In addition, if you are using baked lighting, you need to be aware about indirect light samples distribution, as those are also source of light for your movable objects.