How to Maintain Red Color on Emissive Light While Achieving Proper Bloom in UE5.4?

Thank you for your response. I tried the suggested adjustments, but the results aren’t quite what I was aiming for…

Following your guidance, I was able to achieve the effect shown as the image (left → middle), but what I’m really looking for is a bright red glow that appears similar to what you see with the human eye in real life (right image, from another game).

Currently, in Unreal Engine 5, it seems challenging to create a truly vivid red glow using Emissive Color or Base Color with pure red [1,0,0] or scaled values of it—at least with my current knowledge.

Specifically, when I set Emissive Color to [1,0,0], the result is a red material, but no bloom effect is applied. If I try scaling the value up to something like 3*[1,0,0] to achieve bloom, the main color shifts towards bright orange. And while increasing it to around 30*[1,0,0] does create the desired bloom, by that point, the core color is almost completely white (as seen in the left image).

On the other hand, in real life, we perceive red light sources in a way closer to the right image, so I’d like to replicate this effect in Unreal Engine as well (for example, car brake lights).

It’s hard to believe that a high-quality engine like Unreal wouldn’t support such a visual effect.

Do you have any suggestions or ideas that might help?

Additionally, while the bloom effect in the Post Process Volume allows for amplifying existing bloom, it doesn’t support increasing bloom from zero or altering the color of the emissive object itself. Therefore, it doesn’t seem applicable in this context.

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