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Mobile Preview != Mobile/HTML5 Rendering and Colors

I'm just having a heck of a time with colors and the different rendering settings available. I'm not sure what the best solution is here.

I have designed a screen in photoshop: http://1drv.ms/1VTZ2zo

I then created it in UMG and manually selected the colors as you cannot directly input hex colors from photoshop to UMG (as they do not match). I then ran this in the viewport preview with mobile/html5 settings and got this: http://1drv.ms/1VTZ3n5

I then ran the project using the mobile preview and got this: http://1drv.ms/1VTZ5v8

Here is a clip that is side by side: http://1drv.ms/1k75Lua

So, the bug here is that the viewport (mobile/html5) and mobile preview does not match and are far from similar. My question is how should one develop for mobile games using a photoshop template without have to (guess) what the colors should be??? It is a bit frustrating.

Thanks, - Jeff Voigt (long time user since 4.1)

Product Version: UE 4.9
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asked Oct 15 '15 at 05:12 PM in Bug Reports

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jeffvoigt
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avatar image Samantha Sutton ♦♦ STAFF Oct 16 '15 at 09:18 PM

Hey Jeff,

Are you creating this menu with materials? If so, do you have the option fully rough checked or no? You'll find this option under Details > Mobile > Fully Rough within the Material Editor.

Looking forward to hearing back from you, thanks!

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It is all texture based. I did figure out that I could put in photoshop hex values and even though it looks (lighter) in the designer it will darken to almost the desired result when displaying in the mobile preview.

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answered Oct 16 '15 at 09:23 PM

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jeffvoigt
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avatar image Samantha Sutton ♦♦ STAFF Oct 20 '15 at 02:39 PM

Since you've been able to add in texture based colours from hex values in Photoshop, does this mean that you've upgraded to 4.10.0 Preview 1 or 2? It sounds as though you've resolved the issue that you originally were questioning.

Please let me know if you're still having trouble, thanks! :)

avatar image jeffvoigt Oct 20 '15 at 02:40 PM

No, more specifically I just copied/pasted the RGB values i.e. PS: 128, 128, 128 I would just manually enter in 128/255, 128/255, 128/255.

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