This is the second project where I’ve discovered that my color grading settings are completely different between the Editor Viewport and the Play In Editor/Stand Alone game. This project is using 4.13.2 but the other is using 4.14.3
Here’s a screen shot of what it looks like between the two:
I can’t exactly color grade my scene if there’s a difference between the two. In fact, I tried adjusting the values and discovered that the Color Grading is not working at all in-game. Doesn’t matter what I set the values to, there’s no change. If I change the Auto Exposure it works, but nothing else seems to.
Steps to re-create:
1 - Dragged in a Post Process Volume and checked the Unbound bool.
2 - Set the Saturation values to X = 1.0, Y = 0.0, Z = 3.0
3 - Set the Gamma values to 0.8 in all 3
4 - Set the offset values to X= .002, Y= 0.0, Z= 0.002
5 - Set the Scene Color Tint to R= 1.0, G= 0.981151, B= 0.783243
6 - Set Auto Exposure Min Brightness to 0.03 and Max Brightness to 0.03
So I did not get the same results, and I believe I know why you are seeing something so different. Check your character blueprint to make sure you are not overriding the post processing settings within your characters Post Processing settings.
Also make sure you are not setting the exposure within the viewport dropdown menus. Can you reproduce this in 4.13.2 and/or 4.14.3 in a blank third person blueprint project?
Definitely not setting the exposure through the viewport. I am using a marketplace package called “Quality Game Settings” though and it is very likely that it’s hijacking my Post Process. I’ll try using a different character to see if that fixes the issue. I didn’t even know you COULD set post process inside the character. Thanks.
Ok the problem is most definitely the Quality Menu. Soon as I switched the player controller and pawn out everything looks the same. Thanks Andrew. I’ve contacted the creator for support.