2D scene capture, engine bug forcing the components scalability settings to "epic"

Normal:

From scene capture:

I have a custom shader and the visuals look like the second picture if I set the “effects” scalability setting to “epic” which in itself would not be a problem because I can just set the settings to “high” and it will look like the pic n.1.

But I have a 2D scene capture and from what I have found out is that the scene capture does not listen to the scalability settings and is forced to use “epic” settings, which ofc makes the visuals look like the pic n.2. There are few other people that have mentioned this even back in 2015 that it can be an engine bug.

Is there a way to force the 2D scene capture to stop using the “epic” settings and turn it down to “high”. Or ofc if someone has had this same problem with a global post-process cel-shader and know how to make it look normal with “epic” settings, that would work too.

Im using VR and the 2D scene capture is used to display high FOV image to the normal monitor

Have you found a solution to this problem since? Just encountered a very similar problem but the 2d capture is stuck on “low” scalability

Not that I can remember, I think I changed the shader itself which made the problem go away for me. You could make a child c++ comp from the scene capture component and try to override stuff by looking into the source code of the component, there are some stuff that are not exposed to blueprints like for example I have changed ShowFlags.SetSeparateTranslucency(true); which fixes translucency for the component.