I’m posting here because this has been what I thought was a bug for YEARS and I just figured it out. Since I couldn’t find any info about my issue, I figured I’ll post it here so some poor dev like me in the future can google it and hopefully get a hit.
This is the screenshot I used to file the bug internally, but it kinda shows the gist of my issue…it was essentially turning blue and bright whenever I changed levels:

Since the world light involved exponential height fog, day/night cycle, dynamic lights, and post processing, it took working on the bug on and off for a year to narrow it down to the fog causing the issues as disabling it seemed to fix it. It took me until today to figure out what was actually going on:
- updating the fog inscattering color at runtime (we’re using a color curve) DOES change the fog’s appearance
- however, it does not change the fog’s color’s EFFECT on the rest of the world
- the fog’s new “color” will apply to the lighting and world once the level has been reloaded
- causing the issue of if you’re changing it at runtime without refreshing the level, it appears to be a lighting bug rather than the fog not applying properly
Essentially, my “bug” was that it looked too blue because the color I picked was…too blue
Hopefully this made sense and one day this will help somebody not lose their sanity like I did
Cheers
