Sigh, I agree………
4-Kay Man! (Okay Man!)( sorry for the double post,) try this:
The disable tone mapping does not work in packaged game… so I figured something else out which works in a Packaged build of the game. (wish it were more simple than this, but ehhh)
Check this **** out ! ! ! And let me know if it woks for you and with your colors.
r.TonemapperGamma 0
r.TonemapperFilm 0
r.Tonemapper.Quality 0
my test BP:
While this looks better, it still alters my colors and doesn’t look as good as completely disabling the tonemapper.
Why is it impossible to import a texture with X color values and actually display those exact values? You can’t even display a texture with just 255,255,255 you will end up with 242,242,242. This is maddening.
Hey @Theokoles
What is the node u used on the step 4 in your shader ?
The image isn’t currently working!
Thanks a lot !
Remember people:
As long as it works for Fortnite - You aren’t getting anything fixed.
You’ll have to do it yourself.
Just made a new post on this - we’re doing broadcast with an Unreal based project, and it’s absurd we can’t get an image to actually look like the image.
Here we are, years later, and EPIC is full on supporting broadcast these days. You don’t need to change the default behavior, just a check box to turn it off.
I think im noticing this issue when i test my project on the Iphone. all the colours are totally off but when I swipe up to reveal the app switcher menu, the preview window of my app has the correct colours. When I tap to open the app as usual, the colours are totally messed up again.
Is this the effect of the tonemapper or something else? If it looks fine in the preview then i dont see why i cant get it to look correct when loaded fully into the app. Does that make sense what im trying to explain?