Unreal Engine - Problem with sprite texture rendering

Hi, I am working on a 2D pixel art game with Unreal Engine, but I’ve encountered a problem with the color rendering for the sprites. It turns out that by default, Unreal renders the textures slighly more saturated than what they are intended to.

I’ve tried a couple of things: I’ve added a post process material to the camera, I’ve played with the postprocessing volume, but it still doesn’t look as the original texture.

The texutures settings I am using are:

  • Compression Settings: UserInterface2D (RGBA)
  • sRGB: Activated (If i turn this off the textures look way too bright)
  • Filter: Nearest
  • Mip Gen Settings: NoMipmaps
  • Texture Group: 2D Pixels (unfiltered)

Here are some captures of what I have:

  1. Original Texture (unlit perspective)

  2. Rendered Texture (Lit perspective)

  3. Postprocess Material (I used it on the player’s camera)

Note: Perhaps the rendered texture looks better than the original, but despite that I would like to know if there is a way to tell the engine to render the textures as the unlit perspective (to make the colors look as intended), cause now I am worried to have issues when designing sprites for my project.

I am quite new with the Paper 2D feature of the engine and any help would be appreciated.