Main Cause:
Unreal’s viewport uses tonemapping and exposure compensation from the editor preview, but renders in MRQ or Sequencer use the CineCamera’s exposure or the Post Process Volume settings independently — often resulting in overexposure or doubled exposure effects.
Quick Fixes:
- Lock Exposure:
- In the Post Process Volume, set
Min EV100=Max EV100(for example, both to 0 or 1).
→ This disables auto-exposure and locks brightness.
- Use Camera Exposure Control:
- Open your CineCameraActor → Lens → Exposure.
- Set Exposure Compensation = 0 or manually adjust to match viewport brightness.
- Disable Eye Adaptation:
- In Project Settings → Rendering → Default Settings →
Uncheck Auto Exposure (or set it to Manual).
- Ensure Single Source of Post Processing:
- Avoid overlapping Post Process Volume and Camera Post Process Settings with conflicting exposure/contrast values.
- In MRQ:
- Under Color Output, make sure Tonemapper and Gamma settings are consistent with viewport (use Rec.709, gamma 2.2 if needed).