Colorblind mode Tritanope shift colors to red not green and violet

Hello!

I’m implementing Colorblind Mode using native UE function SetColorVisionDeficiencyType.

When i compare results with other UE games (e.g. Fortnite) I see that Deuteranope and Protanope Vision Deficiency look the same as in mine project.

Things get wierd with Tritanope, because game start to look highly red saturated. Other games in this mode seperate colors to green and violet. Why may this happen? I can’t figure it out. I may be UE bug or something in project?

Thanks

Adam

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Hi Adam,

Before we dig further, could you confirm how you’re calling SetColorVisionDeficiencyType? I suspect this may come down to simulation vs correction mode rather than a UE or project bug.

The function’s bCorrectDeficiency parameter selects between two distinct paths:

- Simulation (bCorrectDeficiency = false): reproduces what a colorblind person actually sees (a developer/QA tool).

- Correction / daltonization (bCorrectDeficiency = true): remaps colors so affected players can distinguish them. This is the shipping accessibility feature, and I believe it’s what Fortnite uses.

If you’re passing bCorrectDeficiency = false, that would explain the result: for Tritanope, the Machado model’s red channel gain exceeds 1.0 at severity 5+ (up to ~1.28 at severity 10), so the simulation genuinely pushes the image toward red. Deuteranope and Protanope keep their red gain near 1.0, which could be why those two match Fortnite while only Tritanope looks off. The green/violet separation you see elsewhere is characteristic of the correction path.

Could you try the following and let us know whether it matches what you expected?

Renderer->SetColorVisionDeficiencyType(

EColorVisionDeficiency::Tritanope,

Severity,                              // 0\-10

/*\*bCorrectDeficiency\**/          true,  // enable daltonization

/*\*bShowCorrectionWithDeficiency\**/ false);

It would also help to know whether you’re setting the r.ColorVisionDeficiency.* tonemapper CVars anywhere, since those apply the same math to the 3D scene and could stack with the Slate filter.

Best,

Eric

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