Composure Stuck in Unlit Mode?

I’ve been searching through the tutorials, docs, and the composure demo project for 3 days now and I can’t see how my setup is any different from the examples, unless my project is just screwed up somehow. (entirely possible, I have been having a lot of strange issues lately that just went away after a few days).

I have a CompositingElement setup with multiple layers, and a transform process that correctly applies to layers in game.
In the editor, when clicking the main composition and each individual layer, I can see the expected objects in the preview. However, these previews render weirdly. The preview for a single layer looks weird too, leading me to believe the problem lies on the capture side of things.
When I start up in PIE, the composition output to the viewport looks weird too.
If I disable the CompositingElement and just look through the camera assigned to it, everything looks normal.

Today I realized that the “weird” appearance looks exactly the same as the Unlit view-mode in the editor viewport. Armed with this knowledge, I’ve attempted to edit the stock BP for the CG elements, and mess with its SceneCapture component. However, no combination of settings there seems to have any effect. The preview and final output still appear to be Unlit.

Does anyone know what I’m doing wrong? How should I configure the composition so that the output actually represents the final render of the scene, and not just the Unlit portion?

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I have the same issue here:

In my cine camera the scene looks lit with objects being influenced by the lighting of the scene:

But the output of the composure is stuck in unlit mode:

Also when I disable all the lights in the scene the objects are still visible in the comp, but the scene should be completely black:

How do I need to configure the the composure setting so that the output of the comp looks just as good as the viewport and the view through the cine cameras?