Compositing - Composure - CG Layer different than camera. Compositing missing visuals.

Version: UE 5.5
RHI: Directx 12

I have this comp I am trying to put together. It is simple, a media plate and what is supposed to be the CG Layer of the camera. I have built the material for the comp and composited the two layers. The comp can be previewed.

All the pieces work such that my live media play is blended with the cg layer.

The issue I am having is in the comp view, the CG layer has no reflections, no lumens, no raytracing, no shadows, no bloom effects , no reflections.

Why is the CG Layer not reflecting exactly what the CinecamActor is? You can see in the image below how in the editor, the comp view is different than the camera/editor view. It should have all the deep blacks and lighting etc.

Please let me know some hints! I can also provide more screenshots if you need them.

Here you can can see my CinecamActor2 which is the cam I dropped into the scene . Note how deep the blacks are and all the nice post processing goodies.

Now , below you can see the CG Layer from the comp that I made in Composure. Note how it is flat and shaded without all the post processing goodies. This is the problem. It should be a pass through of the what the cam sees as the main comp camera.

Here are the Comp CG layer details.

Here is the comp material where I composite my layers, I clicked on the 2d texture param for you,

small win, I noticed when selecting the CG Layer it had no post processing inputs, look here when I added the tone mapper I got the deep blacks, but I am still missing reflections and a few other effects. how can I tell the cg layer to be exactly the camera view?

spoke to soon :rofl: - look I moved my cam to a new area and all the lighting is missing ?? Note the preview of ‘cyberworld’ which is my CG Layer

Looks like my issue might just be ‘ScreenCapture’ is too basic as a CG Layer and I need something like OWL. check this out →

Hint? Out of the box the base CG Layer post processing is too basic? Compositing Passes Reference for Unreal Engine | Unreal Engine 5.5 Documentation | Epic Developer Community