WidgetComponents do not currently display true colors in 4.12.3 and all previous versions.
I have a UMG blueprint that contains an image widget using a pure red material “Color(1,0,0)” so it should display pure red, but it doesn’t. WidgetComponent’s are supposed to and currently aren’t affected by lighting so i assumed the off red was because of post processing but it isn’t because i have disabled everything that could possibly affect color like eye exposure, contrast etc… but still no luck.
See picture below, the left is how it is in-game, the right is what it’s supposed to look like.
I was able to reproduce this issue on our end. I have written up a report ( UE-32520) 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.
Don’t think it can be disabled or enabled in that way. Probably only disable-able through a cvar or native function, you can disable it in the editor under the Lit button in the viewport, there’s a section on post processes you can disable. Generally the rendering team uses r.* for their cvars, so probably something like r.tonemapper 0, but that’s just a guess.
@NickDarnell It says on the issues page that linked me here that this issue was fixed (sometime after your comments above) - but I’m having this issue in 4.23.1 and 4.24 preview.
Excuse the texture stretching but here’s a quick look at my case. a way to get around this