I agree with everyone’s grudge about the physical world lighting system in UE4 being a bit cumbersome. Because when I use light in programs such as V-ray + 3D Max and I’ve set my Camera’s Aperture, ISO, Shutter Speed, and lights to real-world settings (a real Cannon Camera and 75W light bulbs), It looks 99% accurate.
But trying to set up an identical setup settings inside UE4, is far more problematic. Nothing looks right. Not sure what Im missing. The Aperture (F-Stop) in UE4 almost appears to be useless. Far from the results I get from a realworld camera.
I hope this system gets addressed or at least clearer documentations.
And yes, I’ve read this documentation - Auto Exposure (Eye Adaptation) | Unreal Engine Documentation