I think you need to get your head around PBR (physically based rendering) to understand that colours etc in UE4 aren’t like photoshop colours, they’re float values that can go above 1 (which previously translate to 255) and even negative. You don’t just “turn up” intensity, you need to make the colour going into intensity greater.
Take for example the BlackBody node. You plug in a temperature and it gives out a colour based on the temperature, but it doesn’t just give the colour but the intensity of that colour is far higher. If you plug it into the emissive channel you won’t see anything until about 1000 degrees and then as you increase it starts to become so bright it is too bright for the camera and the rest of the objects go black.
Still today in 2021 I am wondering, too, where a simple intensity multiplier is.
THIS IS JUST LAZY not to implement it. It takes me hours with many such basic missing features.
I’m coming also from all major DCC packages and it wouldn’t harm you just to implement the basic controls of a standard shader/material into Unreal.
People need to watch tutorials just for increasing lightintensity…!
If there would even be at least the standard nodes as “color correct”, that would acceptable, but this workflow is really bad…