I’ve been experimenting with SceneCapture2D’s and RenderTargets recently and keep running into this same problem. Every time I try to capture a scene to a RenderTarget, the final image always ends up darker/higher in contrast than it should. For example:
This is the view from the player camera This is the captured imageAfter hours of fiddling I created a completely new blank project and added a super basic RT setup. I seem to of found something interesting.
When b.CaptureEveryFrame is true, the RenderTarget looks perfectly fine. However, turning it off and turning CaptureOnMovement to true causes the RT to darken significantly:
Interestingly, with CaptureOnMovement off and AlwaysPersistRenderingState on the color seems to fix itself.
I wish that was the simple solution, but when implementing complex RT’s in my full project I can’t ever seem to match the capture to the normal player view even when using AlwaysPersistRendering. Below is a chart I made testing many different CaptureSources on (what I think) is the most common RT formats.
As you can see, none of the captures look even remotely similar in lighting or color to the player view.
This is the material used for the RT. Someone suggested multiplying the RenderTarget with Pre-Exposure but as you can see it doesn’t fix the problem.
Has anyone figured out a solution for this? I found this plugin which seems to do the job correctly but I really don’t want to spend money to do something that I feel like should be part of the default engine ![]()







