One Planar Reflection Per Translucent Material

In 4.22, with the deferred renderer, I’ve noticed if I have a set of meshes with translucent materials, using either Translucency Volume or Forward Shading lighting modes, only one Planar Reflection will be used regardless of the mesh position(i.e. corridor with glass on both sides, only one side receives Planar Reflections at a time).

Both reflections are visibly affecting the opaque materials, just not both together for the glass. Toggling one generally makes the other visible, until it’s toggled off and the other back on again.

I checked in 4.21 with a similar setup and was able to have a Planar Reflection on both sides. I know the mesh refactoring in 4.22 limits the Forward renderer to just one Planar Reflection, but does that mean everything in the forward path or is this just a bug?

Thanks.

I’m experiencing the same problem, does somebody know if Epic is going to fix this?

Have you found any solution to this problem? I’ve been struggling with this on UE 4.22, 4.23 and 4.24. On version 4.21 planar reflections on translucent materials are working fine although it’s very inconvenient to use older version of UE when you have most of your projects set up in newer editor - as we all know Unreal is not backwards compatible so it would require recreating the whole scene from scratch. Not having the ability to achieve realistic and accurate reflections on translucent materials is a huge drawback, especially for archviz work. Please Epic, give us some direction on how to overcome this issue, is it going to be fixed anytime soon?