Rendering with sequencer is too bright

:gear: 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.


:white_check_mark: Quick Fixes:

  1. 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.
  1. Use Camera Exposure Control:
  • Open your CineCameraActor → Lens → Exposure.
  • Set Exposure Compensation = 0 or manually adjust to match viewport brightness.
  1. Disable Eye Adaptation:
  • In Project Settings → Rendering → Default Settings →
    Uncheck Auto Exposure (or set it to Manual).
  1. Ensure Single Source of Post Processing:
  • Avoid overlapping Post Process Volume and Camera Post Process Settings with conflicting exposure/contrast values.
  1. In MRQ:
  • Under Color Output, make sure Tonemapper and Gamma settings are consistent with viewport (use Rec.709, gamma 2.2 if needed).