Mobile Preview != Mobile/HTML5 Rendering and Colors

I’m just having a heck of a time with colors and the different rendering settings available. I’m not sure what the best solution is here.

I have designed a screen in photoshop: http://.ms/1VTZ2zo

I then created it in UMG and manually selected the colors as you cannot directly input hex colors from photoshop to UMG (as they do not match). I then ran this in the viewport preview with mobile/html5 settings and got this: http://.ms/1VTZ3n5

I then ran the project using the mobile preview and got this: http://.ms/1VTZ5v8

Here is a clip that is side by side: http://.ms/1k75Lua

So, the bug here is that the viewport (mobile/html5) and mobile preview does not match and are far from similar. My question is how should one develop for mobile games using a photoshop template without have to (guess) what the colors should be??? It is a bit frustrating.


  • Voigt (long time since 4.1)

It is all texture based. I did figure out that I could put in photoshop hex values and even though it looks (lighter) in the designer it will darken to almost the desired result when displaying in the mobile preview.


Are you creating this menu with materials? If so, do you have the option fully rough checked or no? You’ll find this option under Details > Mobile > Fully Rough within the Material Editor.

Looking forward to hearing back from you, thanks!

Since you’ve been able to add in texture based colours from hex values in Photoshop, does this mean that you’ve upgraded to 4.10.0 Preview 1 or 2? It sounds as though you’ve resolved the issue that you originally were questioning.

Please let me know if you’re still having trouble, thanks! :slight_smile:

No, more specifically I just copied/pasted the RGB values i.e. PS: 128, 128, 128 I would just manually enter in 128/255, 128/255, 128/255.