Please Help me configure rendering. :(

Hi.

I’m getting different behaviours between Editor>Simulate and Editor>Play:

My thoughts are about probably the issue being caused by the different cameras used on each condition since the play function is being rendered trough a custom “Camera Manager Class” since it’s a topdown game.

Is there any flag to this component use the own Level PostProcVolumes settings? Looks like it simply ignores any change made on the leveol settings or on the postproc volume that I made based on the answers given to similar questions.

Here is the code from .h:

#pragma once

#include "Camera/PlayerCameraManager.h"
#include "VCameraManager.generated.h"

/**
 * 
 */
UCLASS()
class AVCameraManager : public APlayerCameraManager
{
	GENERATED_UCLASS_BODY()	
	virtual void UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime) override;		
};

and my .cpp

#include "VCameraManager.h"
#include "VHumanPlayerController.h"


AVCameraManager::AVCameraManager(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP)
{
	CameraStyle = "GameIso";
	FreeCamDistance = 350.0f;
}

void AVCameraManager::UpdateViewTarget(FTViewTarget& OutVT, float DeltaTime)
{
	
	// Don't update outgoing viewtarget during an interpolation
	if ((PendingViewTarget.Target != NULL) && BlendParams.bLockOutgoing && OutVT.Equal(ViewTarget))
	{
		return;
	}

	// store previous POV, in case we need it later
	FMinimalViewInfo OrigPOV = OutVT.POV;

	//@TODO: CAMERA: Should probably reset the view target POV fully here
	OutVT.POV.FOV = DefaultFOV;
	OutVT.POV.OrthoWidth = DefaultOrthoWidth;
	OutVT.POV.bConstrainAspectRatio = false;
	OutVT.POV.ProjectionMode = bIsOrthographic ? ECameraProjectionMode::Orthographic : ECameraProjectionMode::Perspective;
	OutVT.POV.PostProcessBlendWeight = 1.0f;

	bool bDoNotApplyModifiers = false;

	if (ACameraActor* CamActor = Cast<ACameraActor>(OutVT.Target))
	{
		// Viewing through a camera actor.
		CamActor->CameraComponent->GetCameraView(DeltaTime, OutVT.POV);
	}
	else
	{
		static const FName NAME_Fixed = FName(TEXT("Fixed"));
		static const FName NAME_GameplayIsometric = FName(TEXT("GameIso"));
		static const FName NAME_FreeCam = FName(TEXT("FreeCam"));
		static const FName NAME_FreeCam_Default = FName(TEXT("FreeCam_Default"));

		if (CameraStyle == NAME_Fixed)
		{
			// do not update, keep previous camera position by restoring
			// saved POV, in case CalcCamera changes it but still returns false
			OutVT.POV = OrigPOV;

			// don't apply modifiers when using this debug camera mode
			bDoNotApplyModifiers = true;
		}
		else if (CameraStyle == NAME_GameplayIsometric || CameraStyle == NAME_FreeCam || CameraStyle == NAME_FreeCam_Default)
		{
			// Simple third person view implementation
			FVector Loc = OutVT.Target->GetActorLocation();
			FRotator Rotator = OutVT.Target->GetActorRotation();

			if (OutVT.Target == PCOwner)
			{
				Loc = PCOwner->GetFocalLocation();
			}

			if (CameraStyle == NAME_FreeCam || CameraStyle == NAME_FreeCam_Default)
			{
				Rotator = PCOwner->GetControlRotation();				
			}

			if (CameraStyle == NAME_GameplayIsometric)
			{
				Rotator.Pitch = -41.0f;
				Rotator.Yaw = Cast<AVHumanPlayerController>(PCOwner)->CameraYaw;
				
				//Loc += FRotationMatrix(Rotator).TransformVector(FreeCamOffset);
				Loc += FVector(.0f, .0f, 50.0f);

				FVector Pos = Loc - Rotator.Vector() * 350.0f;// FreeCamDistance;
				
				//UVTypeandHelpers::LogCheckFloat("FreeCamDistance", FreeCamDistance);
				
				
				FCollisionQueryParams BoxParams(NAME_FreeCam, false, this);
				FHitResult Result;

				//GetWorld()->SweepSingle(Result, Loc, Pos, FQuat::Identity, ECC_Camera, FCollisionShape::MakeBox(FVector(12.f)), BoxParams);
				OutVT.POV.Location = (Result.GetActor() == NULL) ? Pos : Result.Location;
				OutVT.POV.Rotation = Rotator;

				// don't apply modifiers when using this debug camera mode
				bDoNotApplyModifiers = true;
			}
				
		}
		//else if (CameraStyle == NAME_FirstPerson)
		//{
		//	// Simple first person, view through viewtarget's 'eyes'
		//	OutVT.Target->GetActorEyesViewPoint(OutVT.POV.Location, OutVT.POV.Rotation);

		//	// don't apply modifiers when using this debug camera mode
		//	bDoNotApplyModifiers = true;
		//}
		else
		{
			UpdateViewTargetInternal(OutVT, DeltaTime);
		}
	}

	if (!bDoNotApplyModifiers || bAlwaysApplyModifiers)
	{
		// Apply camera modifiers at the end (view shakes for example)
		ApplyCameraModifiers(DeltaTime, OutVT.POV);
	}


	// Synchronize the actor with the view target results
	SetActorLocation(OutVT.POV.Location, false);
	SetActorRotation(OutVT.POV.Rotation);

}

Thank You!

Nothing regarding configuration.
Tunning engine specs in the own viewport settings I got full resolution again.

Thank you (solved).