Hi @k.f.current, let me help you with this. I found the topic in the forum.
breakdown of the difference between the two capture sources you’re using in the SceneCaptureComponent2D
SceneColor (HDR) in RGB
Captures the raw render output before any post-processing (like bloom, color grading, exposure, etc.).
This output is in High Dynamic Range, so values can go beyond [0–1].
Ideal for use cases where you want to apply custom post-process effects later.
FinalColor (LDR) in RGB
Captures the scene after post-processing has been applied.
It’s clamped to Low Dynamic Range and is closest to what players see in the game.
Best used when replicating the final in-game visuals (e.g., in mirrors, security cameras, UI previews).
Yes, the editor viewport has post-processing enabled by default!
Even if you don’t add a Post Process Volume, the editor applies effects like tonemapping, auto exposure, and color grading.
That’s why SceneColor doesn’t match what you see in the viewport.
To make your SceneCaptureComponent match the editor look:
Use FinalColor (LDR)
Copy your camera’s post-process settings to the SceneCapture
Disable auto exposure if needed in Project Settings > Rendering