MRQ and High Resolution - Exposure Problems

I´m having problems with the High Resolution Render Option in MRQ.
See settings attached:


The first rendered tile uses the exposure that is set in my Camera. all following tiles use another, undefined exposure. See screenshot attached (First tile is black because my camera is way underexposed for testing purposes):

Exposure is set in my camera (I´m using the Shift Lens Camera Component from the Marketplace, but the problem exists with the standard cine camera as well). Environment is delivered by UDS without any Post Processing (“Apply Exposure Settings” in UDS is deactivated). There´s no Post Processing Volume in my scene.

I already tried using UDS´s post processing effects as well as a independant PPV with manual exposure without any success.

Checking the “Allocate History Per Tile” option in the High Resolution Render Settings solves the problem and uses the Exposure that is set in my camera, unfortunately that is no option as it increases render times indefinetly and eventually causes GPU crashes with higher tile counts.

Maybe somebody here knows where UE takes it exposure value from that is used by MRQ for the single tiles.

Thanks in advance!

1 Like

Update on this topic:

In the meantime I did some further testing. I now realized, that if there is no Camera / PPV / UDS (with integrated PPV) placed, UE takes the exposure from the “Game Setting”. You can test that with the Viewport Exposure, the Viewport represents exactly what my renderings look like. At least I know now, where the exposure for the tile rendering comes from, but still don´t know how to access it as a work-around for the obviously not working High Resolution Render Setting.

Any thoughts on that?
Cheers