We’re using the Rec 2020 color space in Unreal, to make use of the wider gamut, especially when the game is displayed on an HDR monitor. But we noticed that this causes textures and colors to not be displayed correctly in the editor.
I did make some engine content changes to fix this, but I’m not sure
a) if we’re just doing something wrong to cause this issue in the first place
b) how to proceed, as the current fix doesn’t fix all the instances of the problem and is prone to errors
As described in the repro steps, when working in a different color space than the default one (Rec 709), the colors look wrong in the texture editor and color visualization views, but fine in the rendered image. It seems that in some places, the option to use different color spaces wasn’t considered. Transforming the output colors back to the Rec 709 space fixes the issue. This can easily be done for the visualization views by editing the materials in /Engine/BufferVisualization/ (can be seen in the attached screenshots), but not for other places like the texture editor, thumbnails, etc.
My fix works okay for now, as we don’t have plans to switch to a different color space, but ideally, the visualization views would respect the working color space and transform the result to the output color space.
This issue is not just about textures: When using color parameters in a surface material and using the sRGBColorToWorkingColorSpace material expression to transform the colors to the working color space, the color looks identical to the previewed color in the color picker, but looks off in the visualization views.
Is the current state of this intended behavior or are there any changes planned to this? For artists, the current behavior is very confusing, as they can’t judge the colors of textures by looking at the textures or thumbnails in the editor, so any input on this is appreciated.
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