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Prevent an object from getting reflected

Hello everyone,

I'm trying to avoid having this :

Reflection example

Here is more background : I have created a blueprint derived from Static Mesh Actor, which works as a compass (always showing the same direction). Its material is always visible (by disabling depth test on translucent material).

I would like to be able to hide it from reflections, as it shouldn't affect the world.

I tried unchecking "Cast Shadows" and "Visible in reflection captures", but nothing changes (even after updating reflection captures). I tried searching through the materials, but no luck.

I searched the net obviously, I found a similar question on here, but it is marked as resolved without proposing any solution (except changing the roughness, which won't work for me since I need reflections from my windows), and someone saying they posted a feature request, but it doesn't seem to exist.

If I wasn't clear enough, don't hesitate to ask me anything.

Thanks in advance for your time !

Marc.

Product Version: UE 4.18
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asked Nov 17 '17 at 03:42 PM in Rendering

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The Yojimbo
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avatar image mpxc Jun 06 '18 at 02:02 PM

Were you able to find a way to solve this problem? I am also trying to make specific objects not appear in the reflections on shiny surfaces.

avatar image The Yojimbo Jun 13 '18 at 08:09 AM

Nope, sorry, we had to remove the compass entirely because of this, but I would love to know how to fix this some day !

avatar image mpxc Jun 13 '18 at 08:36 AM

Thanks for the update! Yeah, it doesn't look like there's an easy way around this as far as I can tell. Adding this kind of feature (assuming it's not hidden somewhere) would probably require you to go pretty deep into the graphics engine.

avatar image Sharkster-NXR Sep 11 '18 at 01:42 AM

I would love to see this feature too. Especially in VR we often use UI elements "floating" in maps and you don't want e.g. a health bar reflecting on windows (obviously).

There should be an "invisible in screen space reflections (SSR)" switch. But I guess this is extremely hard to do, as screenspace uses the ... huh... "screen space" and not individual objects.

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