Post Processing looks different at runtime. Anyone have a clue why?

So a little background to this. This scene is a blueprint and is spawned in game 1 Mil units above the level. It has its own post processing attached to a box volume and the camera associated with the blueprint is within those bounds. When its spawned, the camera just switches to the one in the blueprint. I’m not using any scene capture components.

However, the contrast/exposure in the scene is different than what is seen in the editor and it is driving my art lead nuts.

Anyone have any idea why?

First image is in blueprints

Second image is in game

as you can see, the shadows in game are darker than those in the editor.

Is EyeAdaptation disabled?

I know this is old now, but I found defining your post process settings within a blueprint and then setting the post process volume’s settings at runtime (using begin play) to work better.

You should be able to set these post process settings to a camera or a widget within blueprints, too.

Doing it this way opens the door to changing material/texture parameters at runtime through blueprints.