I am not sure if this will solve it but it might be worth a try. Disconnect your metallic input and only use specular with a value of 0. Having metallic connected overrides specular input. There's an If-statement for that when the shader is compiling. The proper way of doing this though is having a programmer removing all…
That is likely very tricky since it not just fresnel and instead some special fresnel based on lighting with reflection somehow. But if all fails I give that a try. That didn't help it. From how I understand PBR it is not just in the shader but also in the lighting and UE4 is build around PBR. So if I would get rid of PBR…
I'm working in UE4 and I would like to have my material without any reflection, so I set metallic and specular to 0 and roughness to 1. But I still get visible reflection going on: Now I'm seriously wondering if it is not possible to make lit materials in UE4 without any reflection? I also tried using only a directional…