Howdy ,
I have tried to reproduce this issue on and Android device and an iOS device and have been unsuccessful in seeing any errors. Would you be able to share your project with me so that I may be able to test this issue internally? Even a sample project where I may be able to see this error occur would be beneficial.
You can send it to me privately though the forums if you like. You can find my page located here: https://forums.unrealengine.com/member.php?4890-Sean-Gribbin
Please let me know if you have any additional quesitons.
Thanks!
It still happens on 4.10
When colors in UMG are set in sRGB, on Android they are directly interpreted as RGB, which makes colors more contrast and saturated. Just as showed somewhere here in replies.
Hello vnhllsng,
Would it be possible for you to provide a sample project that reproduces this issue so that I could take a closer look?
I still have the same problem.
I’ve made a sample project, it’s around 42mb compressed, so I uploaded here: http://nn.lv/zhbn
What I see in editor and preview:
What I see on my phone:
As I said, I’m running 4.10
And the color picker behavior makes no sense. Just as described earlier (somewhere here in the comments to some answer. Oct 15 '14 at 8:50 PM).
After running some tests with the project that was provided I noticed that the mobile device was having trouble finding the default map. I then created a new map and moved the UMG that you had created to that map. After this I went into the project settings and changed the default map to be the one I had just created. This resolved the issue for me. The reason everything seemed darker is because the default map was being brought up (no lighting). Could you try setting the level that you are using to the level that is loaded up by default? Could you also let me know if you receive an error message when launching onto the device?
Rudy, the map not loading is not the issue. I just grabbed an empty project, and added a widget to it. The problem is with colors of the buttons being different on android. I have a project, where everything is set correctly with levels, and colors in UMG don’t match anyway.
Anyway, I made an empty level, set it up in default maps, and here are the screenshots:
I was able to reproduce this issue on our end. I have written up a report ( UE-23814) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
Make it a great day
There is still a bug with the Image widget displaying a render target material darker than expected in ES2.
(Left: expected. Right: ES2 device)
The problem only happens on the mobile device (Galaxy S7 in my case), not on the ES2 preview in the editor.
I’ve tried changing the HDR checkbox and setting the gamma to 2.2 in the texture settings, but it made no difference. The only workaround was to manually apply the inverse gamma (1 / 2.2) in the render target material as follows:
I have the same problem on mobile on 4.20… There is any chance that this problem is fixed ?