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Gamma does not affect UMG text

I'm not sure if this is a bug or just how this is supposed to work, but the "gamma" setting does not affect text in widgets. It does affect everything else, though (well except images that are in B8G8R8A8 format but at least I think I can fix that myself).

Is this normal? I'm using gamma as a brightness setting in my options menu.

alt text

Product Version: UE 4.9
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capture.png (159.3 kB)
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asked Oct 29 '15 at 02:10 PM in Bug Reports

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JeromeParent
1.2k 63 33 96

avatar image Rudy Q ♦♦ STAFF Oct 29 '15 at 05:59 PM

Hello JParent,

I have a few questions for you that will help narrow down what issue it is that you are experiencing. I would like to know more about how exactly you achieving the results that you are getting.

Quick questions:

  1. Can you reproduce this issue in a clean project?

  2. If so, could you provide a detailed list of steps in order to reproduce this issue on our end?

  3. Are you using widgets that are in screen space or are you using 3D widgets?

  4. Can you provide screen shots of any blueprints that may be involved with this issue?

avatar image JeromeParent Oct 29 '15 at 06:41 PM

1 - Yes.

2 - Simply put some text in a UMG widget, add the widget to the viewport, and type "gamma 0" in the console. Typing "gamma" again will revert to the default value.

3 - Only screen space.

While reproducing this in a new project I noticed that gamma does affect text and non-texture images (blank image widget components), but not in the way I expected. It will not affect pure white values, but if there is some color in the text or image, it will affect it.

I don't know exactly how gamma works but obviously its not able to decrease the brightness of something that is pure white. I only use white or black text in my real project so I never noticed that it works on colored text.

So I guess this is just how gamma works?

Below are examples of white text/blank image/real image vs colored text, with gamma 0 and the default gamma (2.25). As you can see even the white outline of my texture is not affected, even though the red fill is.

alt text alt text alt text alt text

capture.png (73.9 kB)
capture1.png (59.7 kB)
capture2.png (50.2 kB)
capture3.png (53.7 kB)
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1 answer: sort voted first

After doing a bit of digging I found that it is working as intended. UMG should not be affected by gamma correction. The fact that the widgets are being affected was an issue that was resolved internally. This will be implemented in a later release of the engine. I did confirm that if you add any colors or tones to the whites in your widget that it will be affect by the gamma correction. I hope that this information helps.

Make it a great day

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answered Oct 29 '15 at 08:06 PM

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Rudy Q ♦♦ STAFF
47.3k 545 132 525

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