Disable Eye Adaptation from Widgets Only?
My 3D Widgets are getting darker when i'm outside in lightened area.. i want to keep the eye adaptation for rest of the stuff except 3D Widgets.. So how can i disable it only for 3d widgets..??
I tried it in First Person Character Project.. and its still effecting the widget! Steps i gone through are:-
FYI what you are asking for is not really possible so I have closed this request. You cannot disable select post process effects for select pixels on the screen nicely. Post Process affects the entire screen. Our plan is to allow 3D widgets to render after post process because it is unlikely you want any of the post effects to be applied to widgets. Please keep in mind that 3D widget drawing is experimental because we do not feel it is up to quality bar yet. This post processing issue is one of those reasons.
Also having this problem. I find it hard to believe that many people are not experiencing this too... The only way i could find to work around it was to
1) turn the opacity way down on everything in your umg to about 0.2 (if your umg is translucent and against a black background). You could also turn the brightness down but that interferes with the colors.
2) put a PostProcessing volume in when you are viewing your 3d umg. Set your Bloom to 0.05 or lower, and you can also mess with the Min/Max brightness and speed up values for Auto Exposure.
3) setup a timeline to crank up the light intensity (of the lights in the backgroun) at a speed that matches the auto exposure adjustment. The way i have it setup, the background exposure doesn't look like it changes, and the foreground 3d umg looks good.
Granted i no longer have a working Bloom for the lights in the background while viewing my monitor.
Thought i'd offer my workaround. Good luck!
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