I’ll try to keep this as brief as possible. I couldn’t find any documentation online about this, neither on this forums.
The visual/lighting/post process settings I apply to my levels are completely different from the viewport render from when I hit play or simulate.
I have set a draft 3d person character for in-game/simulate testing purposes, and the character’s camera has the same exact exposure setting as the post process volume exposure, but I still get this render variation from viewport to play mode.
Viewport
Ok, so it turned out that I actually had no problems, everything is as it’s supposed to be.
Apparently after 3 straight days of working non stop in UE (without restarting the program), at some point the engine just glitched, and since I wasn’t working on visuals I didn’t noticed this until yesterday when I did a quick test run to check a blueprint.
Today that I fire UE and load the project everything is normal, all my custom assets and settings behave as they should.
Still though I would love to learn what exactly is this ‘Editor Viewport Override > Game Settings’ or if there is a documentation for it, because even if my project behaves correctly, turning this option on/off i still notice a slight variation.
My free time is very limited to spend hours searching for something online that may not even exists.
Thanks, but I’ve read the UE documentation and it doesn’t answer my question. What’s the actual usability of this option?
When you are working on a graphic/visual program your viewport must always match the product for production. There is no point in developing something that will be different from viewport to production.
Anyway, I think it’s one of those things that are there just because they could add it and nothing more, I’ve encountered useless functions in other game engines aswell that in the end only gave you headaches and nothing more.