Overexposure issue in UE5.6 after migration

Hello!

After migrating from UE 5.5.4 to UE 5.6.0 I’ve got my Level overexposed (or something else).

To create this project I used Blank template, then I disabled Lumen, Nanite, Virtual Shadow Maps, Auto Exposure.

I carefully edited my Directional Light (Movable) to match good looking scene, but now after migration to 5.6 it seems broken.

I guess there’re some default values changed for Editor, but I don’t know what exactly, can anybody help?

Thank you in advance!

EDIT: I’ve setup absolutely new Level (Basic), and put there my assets, and colours look exactly the same. It’s probably not related to Lighting, something else might be off.


Just to be 100% clear here; you changed nothing but upgrading to 5.6?

Yes, exactly. In my VCS I see changes only for .uproject file.

I think, I wrongly expressed myself, it isn’t probably overexposure, rather some color correction issue. Seems like materials by some reason looking differently. They are just Lit and I just applied Color with Roughness 0.8. That’s it.

Please, tell me how I can help with investigation of this issue, I’m completely newbie in GameDev, but I’m professional programmer.

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Okey, I did some test, and there’re some issues with UE 5.6 version!

I created empty project following Blank template. Then I created Basic Level. And I added Spheres to the Level with Materials (Default Lit, only Color was changed).



If someone starts new project, it isn’t a problem. But for existing projects, it is definitely an issue!

Interestingly enough and fortunately, this is not an issue for Textures.

I applied the same texture made in Substance Painter and it looks absolutely the same.


Hey @DefaultXYZ! I did some digging and some things have changed from 5.5 settings-wise.

These are side by side, exact same lighting/environment settings in the engine. 5.5 on left, 5.6 on right.

Which means… there’s a setting somewhere causing this.

Making a new project in 5.6, I started comparing the base level settings in 5.5 with 5.6. One thing to note is that 5.6 didn’t have a Post Process Volume. Another thing that’s a small adjustment for a large impact… Apparently 10lux is normal for the Directional Light now, so I set that back to 3 lux. Also the default rotation was very different, causing a lot more brightness on the top, so I set that back to (Pitch=-60.779152,Yaw=-14.988161,Roll=25.555014).

Lastly, the environment itself- the desert-esque basic area has a lot of reflection, causing more light to reflect onto the item in question.

Below is 10lux then below that is 3 lux (UE5.6).

Try just lowering the lux of your directional light and see what happens!


Thank you for taking your time!

Yes, I think it could be it. I also tried to see in Material Preview differences, and the same color seems different by some reason. For that one I’m not totally sure, I don’t have comparison, but I got feeling that colors now are over-saturated.

Strangely, my initial images have Level with the same amount for Directional Light - 6lux (which isn’t small), and on 5.5 it was looking good.

Again, you provided comparison, it seems good, I’ll mark you answer as Solved. It’s bad that we have such drastic changes. Seems someone didn’t do QA for basic things xD

One more time, thank you for finding differences!

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