SceneTexture:SceneColor Renders Black in Stand Alone game

When using SceneTexture:SceneColor node in a post process material the result appears accurate in every display mode with the exception of Stand Alone Game. It renders only black.

In the below image you can see I’m using the custom depth as a mask to lerp between SceneTexture:SceneColor and SceneTexture:PostProcessInput0. Again, this works correctly in the viewport, and simulate mode. I can replace SceneColor with anything and it works as intended which leads me to believe the issue is with SceneColor specifically.

Any insight would be greatly appreciated, Thanks!

Hi dragonfly1 -

Thank you for your report. I was able to reproduce this internally and have entered a report, for reference UE-16626. I will keep you informed here as we investigate a solution to this issue.

Thank You Again -

Ketchum

Thank you!

I think it’s a bug that SceneColor is available in postprocess materials. The rendertarget was already processed and is no longer available. In the editor it still stays around for some other reasons. You need to use the PostprocessInput0. There can be many postprocess passes and they can build chains (or more complex structures). Each pass has define inputs and PostprocessInput0 is where you get the SceneColor from.
If each pass would read form SceneColor we would not get the effect of the passes before.
I look into fixing it but by using PostprocessInput0 you no longer have the problem.

If that is the case, how do I ignore UE4’s global post processing which applies the tonemapper? The tonmepper distorts colors and gamma. If I want an image to display as it is when imported, I’m left no options. I’m also, not concerned with running realtime as I’m using UE4 as a rendering solution. If there is a way to force this effect to happen at a cost that is an acceptable trade off.