hi @Gprince11
I just thought of another thing. If you are working with a persistent level and lighting scenarios, you need to tell unreal which one to load on start. In your examples, it looks more like the post processes are not loading at all.
You see the documentation on that here - Precomputed Lighting Scenarios | Unreal Engine Documentation
It’s labeled as “precomputed” but this is valid for dynamic lighting also.