I agree with that. and the culprit must (going by the changes) be the Eye Adaptation changes.
Did you save the base layer without transparency?
I would like to see the actual colors of this area (highlighted quads) separately.
Particularly the circled area from the other picture. That’s really where the quad is visible and causing the issue, complete of triangulated split.
BTW, the docs seem to have gotten an update for eye adaptation too
https://docs.unrealengine.com/en-US/…ure/index.html
The custom curve thing works, the brightness issue can be fixed with a bit of trial and error.
Which is no different than before, but has to be done again after migrating a project unless you stick to the old way that auto exposure worked - (which should be preserved within the post process? yet it wasn’t for me?)