# Scene colors different after migration

**URL:** <https://forums.unrealengine.com/t/scene-colors-different-after-migration/663308>\
**Category:** Rendering\
**Tags:** unreal-engine, Rendering, UE4-27, question\
**Created:** [October 6, 2022, 2:23am UTC](https://forums.unrealengine.com/t/scene-colors-different-after-migration/663308 "2022-10-06T02:23:26Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Quetzalcodename](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Quetzalcodename](https://forums.unrealengine.com/u/Quetzalcodename)\
**Post date:** [October 6, 2022, 10:21am UTC](https://forums.unrealengine.com/t/scene-colors-different-after-migration/663308/2 "2022-10-06T10:21:48Z")

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Hey @SeldinG!

It looks like your lighting intensity increased even though your value may not have changed. Possibly adjusting the intensity of your light source(s) could solve this problem. Alternatively, you can set auto exposure bias to 0 like in this thread:

> [@Is anyone else having issues in the new 4.25?](https://forums.unrealengine.com/t/is-anyone-else-having-issues-in-the-new-4-25/465311/5):
>
> There is a new option in project settings called Auto Exposure Bias. It is set to 1 by default. Setting it to 0 fixed the brightness issue. Regarding blend space nodes there isn’t anything wrong with them if you’re referring to the empty grey area. It is supposed to show the values but only if the node is being executed. The launcher error is apparently due to older versions of windows. I use windows 7.

I hope the above provides the solution you need!

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