All UMG controls are brighter in mobile preview and don’t match the actual device. The problem can be fixed by editing Engine/Shaders/SlateElementPixelShader.usf
Change this block:
#if !COMPILER_GLSL_ES2
// gamma correct
OutColor.rgb = pow(OutColor.rgb,InvDisplayGamma);
#endif
To this:
#if !ES2_PROFILE && !ES3_1_PROFILE
// gamma correct
OutColor.rgb = pow(OutColor.rgb,InvDisplayGamma);
#endif
The flag COMPILER_GLSL_ES2 is false in mobile preview (because it’s using DirectX on Windows), so it’s needed to check the ES2_PROFILE as well.