In-game lighting differs from in-editor preview

After upgrading from 4.25 to 4.26 I’ve experienced an issue where in-editor lighting differs from in-game. In-game it looks considerable lighter/washed out, compared to in-editor.

I think it’s somehow related to the baked lighting, as it doesn’t occur until I save level.

Auto-exposure has been disabled so it’s not that.

Any suggestions as to where to start looking?

Even autoexposure is disable, make sure you got the same numbers in the max and min brightness in the exposure section of your postprocess volume.
Other thing you can check is if activating G mode looks like the final resoult.

It was something called Exposure Compensation that triggered it. I have not touched this setting before, so I assume this is either a new setting or something I have indirectly affected with tonemapper settings(?). I usually just “disable” auto-exposure (min/max brightness=1) and that has been it

Either way, disabling it solved the issue. Thanks!