Im making a game that uses glow for the lights with convolution bloom. The scene uses lumen and lumen reflections. I have emission for some lights in the scene which have a high emission value (15 set on the parameter that goes into the emission channel on the material). The issue is that unreal doesnt do a great job with emissive materials when they are casting bright light.
Thats why i want to know if there is any way to make the emissive material not affect the world and only take effect on the bloom