[UE5] Use a box relection capture volume's cubemap with a custom reflection vector

I see your problem, as you mentioned the only solution would be to use a low-resolution cube map render target and sample it every time the player moves a certain distance, or limit it to a grid system that represents rooms like the example from Valve. No node gets you the reflection capture sample in the material, but it is implemented in the shader. Looks like a lot of digging in the source code to get it exposed separately.

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