I see, did you end up solving your issue?
Here is some information that might be able to help you:
I’m simply going to list some things which could be the problem, or a part of the problem:
In your project settings, Auto Exposure is disabled.
Exposure Compensation is not enabled in the PPV. It’s also at a somewhat low value.
Slope in the Film category of PPV is kinda high. This is from the Filmic Tonemapper doc page; it’s the description of Slope:“This will adjust the steepness of the S-curve used for the tonemapper, where larger values will make the slope steeper (darker) and lower values will make the slope less steep (lighter). Value is in the range of [0.0, 1.0]. [0.0, 1.0].”
Why did you not include the General settings of the Render Movie Settings? It’s not expanded.
You have water on a dark material in a dim / dark place. Why is “Enable alpha channel support in post processing” not checked? Alpha determines opacity and other factors, and it’s for post processing which means materials are being affected by the actual use of alpha in pre-programmed, pre-set algorithms and functioning of the post processing settings. I know it’s experimental, but it could help.
A few other suggestions:
In project settings, Enable “Extend default luminance range…”
Enable “Temporal Upsampling”
Disable “Render unbuilt preview shadows in game”, at least immediately before rendering out
Enable “Use High Precision Normals” in GBuffer Format (found in Rendering), then for anything with reflections in it or strong reflectivity, enable “Use Full Precision UVs” and “High Precision Tangent Basis” in the mesh editor for those actorsIn PPV,
Enable the “Samples per pixel” checkbox for RT AO in the PPV
Enable Ambient Occlusion (non-RT, above RT AO), and set a few values for it to function in combination with RT AO
Reduce Max Bounces of RTGIIn Render Movie Settings,
Try unchecking “Enable Texture Streaming”