Can auto exposure be turned off entirely? (off. not reduced. just off)

Can auto exposure be turned off entirely? From what I can tell auto exposure can be reduced drastically to appear to be “off”. However light sources that go over a certain threshold in intensity. (50000 or greater, it varies on the scene.) Then auto exposure is still very present regardless of the settings that should make it appear to be off.

Is there another way to actually turn off auto exposure instead of just trying to squeeze auto exposure to a constant value?

Hi TinyTracker,

Try opening ‘Project Settings’ and Setting “Auto Exposure” to false.

This will turn it off project-wide.

Didn’t work. I’ve been messing with this problem for 3 days now trying to understand it. The only possibilities for why this isn’t working for me…

-My video card doesn’t play well with 5.1 (gtx 1070)
-I need to reinstall 5.1
-I’m an idiot and don’t know what I’m doing
-this is real and I’m the only one noticing this problem. (It can’t be this one, that would be silly)

I have a bare bones project file created from the FPS template. It basically has some lights. Can I get someone to try this and verify that their video card displays this correctly without any problems?

This is what I am seeing on my end. (the change in brightness on the nearby walls.)

Have you looked in your map’s PotProcess (if you have one)?

You can set a min and max exposure - I think it’s EV compensation or similar in 5

MoreJunk.zip (10.4 MB)

If someone could open the project. (I had to delete the arms and the gun from the FPS template as well as the starter content to upload this.) Open “FirstPersonMap2” and play. And tell me if the side walls have a similar fade effect.

You mean this?

Imo this is not auto exposure, its screen space light/shadows. Are you using Lumen?

1 Like

Maybe?.. (I’m not 100% certain)

Yes that’s what I’m referring to. It’s just something I do early on with most projects.

Alas, Im not using Lumen and as pezzott1 says it may pertain to something else - sorry I can’t be more help but this is usually a qucik fix that works for me.

btw…
LumenSS

In your lightBulb blueprint, set the Indirect Lighting Intensity of the spot light component back to 1.


If you want better “fill” an option could be to dive into the post process volume and play around a bit with the grading tools. For example:

Hope it helps.

2 Likes

I guess that’ll have to do. I can’t keep playing with this stuff. This solution works for this. Unfortunately it doesn’t work for this one. SecondProject - YouTube
I had an entire other post about this same problem and I figured it would be best to see if I just get lighting to work in an isolated project.
Light fades to black when in camera view. (game or preview)

But I figure it is just best to migrate the assets from one project over to another as I still couldn’t get this fading effect to stop in other project. (not the bare bones project)

With that said. I appreciate that you took the time to download the file, open it up and show me some kind of solution. And for that I am very grateful. Thank you very much.

Imo this is also screen space, but the problem seems to be the asset… maybe.

1 Like

I think I see what you are saying. So perhaps if the asset is one large mesh rather than a bunch of separate meshes screen space shadows would look somewhat strange?

Are there any other things that could create strange effects with screen space light/shadows? Like for example, a single mesh with multiple UV channels? It is okay if you don’t, you’ve been very very helpful with this problem. Thank you again.