Manual Scene Capture shows incorrect LDR Values?

What I am trying to do is take a scene capture of the level before a level switch. Preferably a manual capture using a FinalColor capture source. However, I seem to be running into issues.

This is how my levels are currently setup.

  • BlueprintOffice = Meshes that are needed for both scenes.
  • Scene1 and Scene2 = Lighting Scenarios with meshes that are unique to their scene.
  • CaptureLevel - Has Blueprint with the scene capture 2d component.

338469-levels.png

When playing in the editor, I start in Scene 1 and I have tied a key to capture the scene and then switch to the other Scene. However, the capture comes out looking like this:

I think this is happening, because the lighting values used in the lighting scenarios are using physical lighting units. So the capture is picking up values higher than 1 and that something, maybe Eye Adaptation or Tonemapping isn’t being applied.

I would expect the colors to look the same as if I were capturing every frame:

I have been looking into this for the past week and found some solutions like turning on “Always Persist Rendering State” on the scene capture. For a little while I thought it was working. The colors seem correct sometimes, but more often than not, objects seem to be missing or the reflection probes are missing. Almost like the capture is happening too late or when the level switch is actually happening. You can see the baked shadows of the objects before they’re actually visible.

Could someone explain why this is happening? Or a way to get the correct colors without having to change the physical lighting units? Or if any custom engine changes would be needed to get the results I want? Thank you!