Monitor calibration

Are UE5 viewports (in Windows) color managed, as in, does it use the ICC profile assigned to a monitor?

If not, what solutions are people using to work in UE with their calibrated monitor?

Hi @mrboni
Let’s see…
Unreal Engine 5 (UE5) doesn’t have color management with ICC profiles natively in its viewports. In order to be able to use a calibrated monitor, users usually employ these solutions:

Manual Calibration & LUTs: Calibrate your display with software like DisplayCAL or CalMAN and then apply custom LUTs in UE5 to fix colors.
Monitor Calibration Software: Use software like X-Rite or Datacolor to yield a consistent color, though UE5 does not use ICC profiles directly
Post-Process Volume: Color-enable volumes in UE5 with the Post-Process Volume and use color grading or LUTs on your display environment.
External Reference Monitors: Use specific reference monitors for enhanced color accuracy, though it is not integrated natively into UE5.
External Color Grading Software: Final color grading can be done in software like DaVinci Resolve or Adobe Premiere after render

Thanks for the info @BRS_GerDAngelo

I’ve profiled my display and have a 3D LUT, tested in Blackmagic Fusion.

Applying the LUT in UE post processing sounds doable. I imagine it would need to happen after the tonemapper, in 8bit land, so I’d lose some color depth, right?

If I’d rather use OCIO, do you know if there’s a way to embed my calibration LUT into that workflow?

I thought I might be able to embed the LUT into my OCIO profile, but I suppose I’d need to merge it with (for example) the sRGB - Display - ACES 1.0 - SDR Video to have it tonemapped?

I also thought about getting a Decklink or something to use as a LUT box, and it seems I may be able to output to that using a native plugin, but I’d be sad to lose the UI real estate.