I have disabled auto exposure from project settings, the post processing and the viewport in UE 5.1.
However when I “Pilot” the camera the exposure in the viewport still changes and does not match what the small preview window shows or what gets rendered.
I am hoping to control exposure through “Exposure compensation” which seems to work but I am unable to preview it while piloting the camera.
I even played with the Camera post processing and still no results.
You can see from the screegrabs that the camera is overexposed in the preview (and that how it looks when rendered) but when I Pilot the camera it goes to auto exposure.
This is driving me insane so any advice would be much appreciated .
I’m surprised to hear that disabling ‘Auto Exposure’ in the project settings doesn’t completely disable it everywhere.
I tried to reproduce this, but when I pilot the camera, it looks the same as the default viewport. I also enabled ‘Exposure Compensation’ on the camera actors settings, and am seeing the changes in the preview window + when the camera is piloted.
I am not sure if the issue is Auto Exposure, or the fact that Exposure ocmpensation doesnt seem to affect the scene (like it used to in previous versions)
Below are some screenshots where I adjust the Exposure compensation and there are no changes ( The post process volume is unbound)
I am aware that Cameras actors have their own post process settings as well.
When I change the Exposure compensation in the camera it seems to affect the camera view (see screengrabs below) but the moment I pilot the camera the exposure snaps back to some default value.
The only way I seem to be able to control the “viewport” exposure is through the EV100 value under “Lit” but this is not a good option for our projects as that setting does not translate to what gets rendered out from the level sequencer in camera.
If I disable Auto Exposure from the Project Options then pilot the camera it looks the same as how the level looks.
If I add a PostProcessVolume and change the options they appear as they should
I’ve used the Content Examples project for this. Try downloading that project see if maybe there is something wrong in your project if that one works as it should
You can test if it’s an auto exposure issue, by just making a little ‘cabin’ out of cubes, and take the camera in there. If the lighting changes, you have AE on.
The problem really is that I am unable to change the exposure of the scene in a controlled way. Exposure Compensation just does notthing.
( The Light doesnt change in transitions between indoor and outdoor so auto exposure is indeed off. And yet the exposure changes / is different when I pilot the camera from when the camera renders out a clip or it’s thumbnail preview)
When “G” (Game Mode) is toggled to hide the icons and bookmarks the exposure of the viewport goes to the one set by the Post process volume.
When “G” is pressed again to see all the tools and thumbnails the exposure goes to a sort of “default” as if the exposure compensation is set to 0.
However I do not understand why this would be the case. No other Post process settings like chromatic abberation, vignette , temp or anything else really toggles on or off when G is pressed - only the exposure.
Strange, and deffinetly wasn’t the case with other version. Not sure if anyone can replicate or confirm this is the case for them as well.