I must admit it's also becoming increasingly unclear to me what the so-called "RTX" path is doing that is different - if anything at all - than the Lumen HWRT path in some of these cases. For instance, NVIDIA's document seems to imply that the reflections are mostly just stock Lumen HWRT, with a few SER hints added and some ReSTIR stuff (which would probably not be relevant in this kind of scene):
https://dlss.download.nvidia.com/uebinarypackages/Documentation/UE5+Raytracing+Guideline+v5.4.pdf
It's not entirely clear to me why someone couldn't get the same result by enabling hit lighting and high quality translucency reflections, both of which are stock Lumen options, and mentioned in the NVIDIA docs. Maybe there's some further special sauce in there, but they are kind of vague about it.