Hey all, just wanted to let you know there are several people, including myself, looking into this issue. Thanks for your patience and please bear with us as we continue our investigation. I’ll reply on this thread once we have more intel…
I had something similar on a map i made and have published but tbh i thought it was just the differences between xbox/pc i will take snips when i get back tomorrow but i noticed this months ago and it does stand out a mile and i changed the whole lighting and used the Xbox as the guinea pig sorta speak
Hi all, we recently deployed a hotfix that will allow Creative and Creative islands to run with lumen and nanite enabled. If you have recently created a Creative island or converted your legacy islands to use the new Ch5 TODM, then please double confirm your lumen and nanite settings. See the graphics settings on PC as an example:
Hey Paperly! Lighting in UEFN still continues to be more tricky than we’d like, so thanks for hanging in there! I suspect you’re not running with Lumen in your editor, which sould be at scalability High or Epic. So I believe if you make that tweak then it should match gen9 much closer, but please let us know how that goes!
The tricky thing about lumen is that it can lead to darker interiors unless you add some lights, a spotlight for example. I would try this before you rely on the Lumen Exposure Manager. Please keep us posted!
Hello! I don’t think I showed it, but I did have scalability turned all the way for both previews, and yet the lighting is still so much darker on Gen9Console.
From what I understand of the Lumen Exposure Manager, setting the Min and Max brightness to the same number should prevent the lighting from changing at all, but Gen9Console does not seem to respect this.
As for adding spotlights, this works great for no build islands, but is very much an issue in islands where players can build.
Lighting on XBOX when building (middle of a field, peak daylight, default XBOX settings)