Please help me understand difference between "FinalColor" and "SceneColor" in SceneCaptureComponent

Hi, Is there documentation on what “FinalColor” and “SceneColor” means for the CaptureSource in a SceneCaptureComponent?

I tried rendering either to a render target, but neither looks quite the same as the editor viewport render.

(Viewport)

(SceneColor)

(FinalColor)

Is there some post processing that is running by default for the editor viewport?

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

Doc:
https://dev.epicgames.com/documentation/en-us/unreal-engine/post-process-effects-in-unreal-engine?application_version=5.0

If you’re still facing challenges or have new questions, feel free to share.