Add a post process to the scene and change the exposure settings. you can limit the amount of auto exposure or eliminate it altogether.
As far as what camera you use on your character - not sure. never tried to attach a cinecamera BUT
use child actors instead of cameras anyway.
You add a child actor and you set it’s type to whatever camera you need. that way you can smoothly cycle between the cameras too. I don’t have a pic handy, but it’s pretty much the only way to set the cameras to cycle between one-another in BP with only 1 node without inaccurate/jittery lerps.
hmmm… I think you misunderstood. When you hit the PLAY Button inside the editor, you get a spec cam. I need to make sure, that the spec camera has the same settings like a CineCameraActor. I need to be able to turn on ray tracing for Refraction, GI, Reflection, etc.
does this make sense?
For some reason, when using the game editor, the Ray Traced Refraction doesn’t work.
Ray traced is still experimental and very limited.
As far as just utilizing a cine camera instead of a regular one, you can modify or create a character blueprint and replace the camera inside the blueprint. It’s not too involved of a project, though I have no idea what limitations you may get from using the Cine camera.
Just in case, someone else is looking for a way to switch the Editor camera during playing in editor. You can create a blueprint, that lets you switch from the created editor camera during your play to all your created CineCameraActors via hotkeys. And while i was on it, i also integrated the HighResScreenshot Function ^.^ So if you copy this into your Level Blueprint, then you can swtich between all your CineCameraActors (after you have linked them to your preferred hotkeys), and then take HighResScreenshots with P for HD Resolution and L for 4K Resolution.