Tonemapper Issues in 4.15
First of, you're already aware of that issue https://issues.unrealengine.com/issue/UE-41065
So I've compared Tonemapper settings between 4.14 and 4.15 and noticed that r.TonemapperFilm is forced in 4.15 and enabled by default which is breaking compatibility for all previous projects and requires changing a lot of stuff. Okay. But what about removing other Tonemapper options? Why we can't have them? Here is a list of commands removed from 4.15:
So far this update forces new standard upon users and removes alternatives. Can we at least have these options back?
asked Feb 01 '17 at 03:37 PM in Rendering
It never ceases to amaze me how stupid some of the decisions made on these builds are. People spend months delicately adjusting lighting, PP, and materials to work harmoniously together. Then some person at epic decides “I want it my way” and Boom months of work down the drain.
How many people know to add r.TonemapperFilm=0 to the DefaultEngine.ini ? Not many and those that do know also know how to change the tonemapper; but wait that’s too easy so epic change the console commands too.
Ok so after a bit of digging you find out the new commands and now you just need to fix the bloom…. But the guy at epic who wanted it his way, doesn’t care about the thousands of people working on their projects, so there is no backwards compatibility on the bloom, it’s changed and that’s it, go fix your hundreds of MATs, INST PP, Lights etc. It’s not really a big deal is it? Its just the whole look of your projects and thousands of hours.
My Advice is don’t touch your mats, this will be put back in 4.16 when they either realise the damage they done, or the project their working on has passed.
These settings have been lumped into other categories such as r.HDR* contains a lot of these now, not that they can be specifically set like they were in with the r.Tonemapper commands, though.
Largely, these cvars were considered experimental and likely to change, even if this wasn't explicitly said before.
This is a completely separate issue involving selection highlight with skeletal meshes in Blueprints. This can be seen in 4.14 as well. If you deselect the arrow the color is correct. If you add a Skeletal Mesh the color is the same as the arrow except without selection outline.
Can you please post this as a new Bug Report and we'll follow up there.
answered Feb 06 '17 at 06:19 PM
Tim Hobson ♦♦ STAFF
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