UE5 vs. UE4 material/light reflectivity issue

Hello, guys!

I’m wondering if you could help me. A project I’ve been working on was recently migrated from UE4 to UE5, without too much hassle.

But I have a problem with the general look of most objects/materials in the UE5 version, particularly in low light situations: they appear way too reflective (as compared to their counterparts in the UE4 version), showing a kind of glossiness even when Specular and Metallic are set to 0 (and Roughness set to 1 or more) on the material config. And virtually no material or lighting configurations have been changed from one version to the other.

Below I have a couple of screenshots showing a similar scene in UE4 and then in UE5:
UE4


UE5


As you can see the UE5 version is much more ‘shiny’ than the UE4 version (notice the fabric of the cushions) despite virtually all the parameters in the lighting setup, post-processing and material configs being the same. And it seems to be impossible to get a material to look fully ‘matte’/rough.

Would anyone be willing to make suggestions into what to look for and maybe point me in the right direction? :slight_smile:

Some additional notes:
. I’m using a lighting setup that uses the Ultra Dynamic Sky plugin, but the problem is also apparent with standard light components.
. The lights and objects are all fully Movable/dynamic because the scene is interactive and changeable in runtime.
. I’m using Raytracing AO, Reflections and Translucency permanently on both UE4 and UE5 scenes. Turning on RT Global Illumination seems to help a tiny bit (obviously with a huge performance hit).
. I thought that the Skylight might be the source of the problem so I fiddled with the Lower Hemisphere Colour parameters but that didn’t seem to change things much. Skylight config is the the same in both UE4 and UE5 versions.

Thanks in advance for any ideas you might have. Feel free to chime in, cheers!

Well, I found the solution in my setup, so I’ll just leave it here in case someone runs into a similar situation.

Basically, I had an Ambient Cubemap enabled in the Post Process Volume of the scene, with a ‘Desert’ HDR cubemap texture in it. It was active both in my UE4 and UE5 scenes, but while in UE4 it basically added a very subtle luminosity to the objects in dark areas, in UE5 it had a much more pronounced effect that worked like a messed-up contrast that made almost everything look highly reflective in the same dark conditions.

Below goes a screenshot with the parameter. Cheers!