Won't fix. There is a default value that was changed between 4.14 and 4.15. In tonemapper section "Crush Highlights" old was 0.18, current 1.0. If you override that value in PP volume back to old value, brightness in ES2 will look the same as in 4.14.
Still, with old defaults there is noticeable brightness difference between SM5 and ES2 preview. That difference comes from eye adaptation. QA scenes are very bright by default, main light intensity set to maximum (20). SM5 tones down scene brightness using eye adaptation. On SM4 there is only basic method for eye adaptation and SM4 looks brighter than SM5. On ES2 there no adaptation at all (not supported) so it looks even brighter than SM4.
Launching in mobile preview causes QA-Promotion to be very washed out. It is easy to see when viewing the destructible mesh against the horizon.
Comparing to mobile preview in 4.14 this does appear to be a regression.
Result: The mobile preview appears very bright and washed out
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How to achieve HLSL Multiple Render Target in Material blueprints?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42781 in the post.
1 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.15, 4.15.1, 4.16 |
Target Fix | 4.15.1 |
Created | Mar 10, 2017 |
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Resolved | Mar 14, 2017 |
Updated | Sep 16, 2019 |