!This option is only available by using a Shield actor.
The Reflection Catcher can be used to “catch” reflections on specified objects.
These specified objects will not be rendered at all.
The “catcher” can be any kind of “StaticMeshActors” and needs reflective material supported by a “Planar Reflection”.
It´s possible to use multiple catcher objects.
!The “Reflection Catcher” only effects the background if the foreground pass is disabled.
The “Reflection Catcher” automatically effects the foreground if it is enabled.
Define a Reflection Catcher Object
All objects defined as “Set as reflection catcher object” which are equal to the “Reflection Catcher Objects” list within the Shield Actor, will be used as a catcher.
!An addional “PlanarReflection” is necessary, otherwise the “Reflection Catcher” will not work.
This should have the same location as the mesh object.
Take a look into the properties of the “PlanarReflection” to optimize the reflection quality.
*By defining the “PlanarReflection” as well as the “Reflection Catcher Object”, the reflections only shows objects from the used pass.
Otherwise reflection will be used from background and foreground pass.
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The plane below the mesh object is defined as a reflection catcher object (screenshot in edit mode/not in play)
!UE4: The “Reflection Catcher” needs to be enabled within the Shield Actor!
UE5: The “Reflection Catcher” needs to be enabled from the Rendering Settings
*Within the Shield Actor is an “Alpha multiplier” to increase or reduce the “level” of the reflections.
The reflection will be visible in the RGB channel but doesn´t have an alpha channel.
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