When using a SpeedTree asset in a scene with a Reflection Capture actor the baked static shadow from an asset will be captured, even though the asset will not due to using the SpeedTree node in the material editor. This can leave the scene with dark shadows covering the reflected ground but no asset to associate with those shadows.
1. Open UE4
2. Place a Cube with a reflective material in the scene.
3. Place a sphere reflection capture
4. Place a few large SpeedTree assets around the scene (one attached for use; Broadleaf tree)
5. recapture the scene to see the Broad leaf visible.
6. Build lighting and make sure the floor mesh has enough resolution if scaled up.
Results: SpeedTree assets shadows will be captured by reflection actor, but not the asset.
Expected: The shadows from a SpeedTree asset would 1) either render the asset into the the reflection capture or 2) would not render any static shadows for the SpeedTree asset into the reflection capture.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-16154 in the post.