Difference between viewport and the rendered sequence

Hi there,
New to unreal and I just noticed that in my low light scenes, there is a profound difference between what I see in the viewport & what is rendered out.

Here’s an exemple : https://imgur.com/a/g70KZTX

I’m not talking about the quality but just the aperture that seems to be more open in the preview. Showing lights that didn’t affect the mesh in the viewport.

Auto exposure seems turned off and for every other scenes (often with more light), the fidelity between the viewport and the end result is flawless.

Is there an option I can turn on to make sure what I see is what the camera sees ?

Cheers !

Check if you have the viewport exposure setting showing the correct thing. In the view mode at the top of the viewport, (click where it says ‘lit’), at the bottom of the menu, you should have ‘game settings’ ticked, if it’s not, it will use a custom viewport exposure which is set underneath which might be set differently. Took me a while to figure that out.

Another thing that can cause a difference is in the render settings, if you’ve added a color output setting to add a render LUT (but you’d know if you had).

Also, I’ve noticed that when rendered with anti aliasing, things can become brighter if you have effects like lens flare and bloom as the quality of those effects increases.

1 Like

Looking at your render, it looks like an additional light is being rendered that wasn’t in the viewport.

Have you saved the level as a new version or the sequencer as a new version? It could be that the render is referencing a different version of the project where the light is different. Or the sequencer isn’t reading a lighting keyframe.