Major - Extreme differences in lighting and fog depending on player's quality settings.

12/23/22 Edit:

@Rynex_FNC says that their maps also look blackened with Lumen enabled, but that Lumen is disabled on all Creative maps. Is this the future plan too, disabling Lumen for Creative maps? I hope so.

Rynex mentioned that fog looks completely different depending on platform and that Creative creators have been trying to get help for this for a while, so I’m adding fog to this post.

Also, I still want to reiterate that even excluding Lumen, Medium and Low settings for my map look unacceptably darker and more blue-ish (aka much worse) than the Editor view, High, and Epic settings. Which setting should I optimize for? Hopefully High/Epic because that’s what the Editor shows. If I darken my current map during a day/night cycle, Medium/Low players would barely be able to see.

12/22/22 Original Post:

When Lumen is enabled in Live Edit, my map’s lighting looks extremely dark, almost pitch black in places. My game environment is indoors, and I’m using a Skydome Device with ambient lighting pushed up to 45. The darkness happens with and without my cel shader post-processing. I can easily fix this by disabling Lumen in my settings, but I’m concerned that future players who have Lumen enabled will experience a blackened map when they join my game. I could imagine players immediately exiting my game, because it looks broken.

Also, the Medium and Low quality versions of Live Edit look darker and more blue-tinted than the editor view. I’m not sure when this started because it had been a while since I looked at my game on Low or Medium. High Quality and Epic Quality with Lumen disabled (using, Ambient Occlusion and Screen Space) are the only quality settings that look true to what I see in my editor view. I disabled my cel shader for these screenshots for clarity, because it doesn’t seem to make much difference.

It’s difficult for me to make artistic decisions about my environment when the lighting intensity and color temperature vary drastically, depending on which quality settings the player is using. I’m new to FNC - is this a common thing creators are already familiar with with? Maps looking very different depending on what quality/platform the player uses?

These are my Skydome settings, btw. I blast the scene with white ambient light because the walls and ceiling block the sun and because my cel shader darkens the colors.

We’ve also noticed this, and I believe the reason is because Lumen is not currently available in ANY Creative experience.

Also yes, this is something that we’re really used to in Creative and something we’ve been reporting for a long time, especially with fog, looking COMPLETELY different in every platform. Should be a priority with UEFN’s release.

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Oof ya I’ve seen this problem with fog in Creative maps. I’ll add fog to the list of problems in this post. Sounds like Creative creators have already brought up lighting and fog discrepancies in the past but I don’t see an UEFN post about it yet. One time in Creative I accidentally left my quality on Low and I could barely see a couple feet in front of my player in other creators’ foggy maps. Just total blinding white fog everywhere filling my screen.

@Rynex_FNC or other creators, could you comment screenshots of the fog problem, if you’ve got some, so that I can add the pic to this post? None of my maps in UEFN or Creative showcase fog, and all of them are indoors.

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1 year later, and the inconsistencies are still in place. It’s impossible to accomplish any kind of style/gameplay consistency when changes don’t translate between settings, the players may as well be having different experiences all together.

Medium settings shadow:


High settings shadow: