[bug] bloom effected by window size

in the newest build 1808360. steps (that are reproducible for me)

1:Open rocket in full screen.
2:change the view port - perspective to full screen (so not quad view port)
3: Resize this window so that the left hand edge of this to aline with the world settings icon (if your toolbar is default not small)
4: Resize the right hand view port to aline with the play in icon, or smaller.
5: play the game (i just right click play from here in perspective view port)

I haven’t messed with the default lighting at all, so when i do these steps the view port will overpower with bloom, resizing the view port larger, will make it work as it should without the bloom, and strangely if you make the view port into the quad mode and play from the perspective view port, everything seems fine also.

Hi Marc,

I am investigating this issue, but I am having some difficulty getting the same results. Could you create a screenshot of the bloom? What does the bloom do if you go into F11 completely full screen? Also, please post what kind of video card you have and the driver version. That will allow us to test on an equivalent machine if need be.

Thank you,

Alexander

Graphics card, Nvidia - Gigabyte GTX 670 windforce x3 (not sli its the 3 fan version)
Driver version- 311.06

Iv uploaded 3 images to the FTP dropbox under, Linkinworm folder.
the 1st one is the editor setup, the second is the bloom, the 3rd is what happens when i full screen. When i do full screen the bloom gradually fades away, and when going back to normal mode the bloom slowly creeps back in.

While testing this I noticed you have black letterboxing on the top and bottom of the PIE window and I did not. It is created by the camera actor. I am now wondering, does the bloom issue still occur if you do not have the camera actor? Please tell me, how do you have the camera set up? I will build my own and test it here once I have the details.

Thank you,

Alexander

them screen shots were made using the 3rd person blueprints template, so the camera actor is set up how ever that has been made as i haven’t messed with my own camera setups as of yet. You are correct if i use a default new map the issue doesn’t happen.

That explains a lot and really helps to narrow down what is happening. I noticed you are using the 3rd person cube instead of the newer full character model. Was this project from beta3 and brought over? It would be helpful to know for further testing.

Yup, its from an older project i started with the previous build.

Alright, I will have to look into this more by creating the project in Beta3. Once I have completed my investigation, I will either create a report or directly have it handled. If anything else is causing issues, please let us know.

Thank you,

Alexander

Iv been messing with the camera setup in the latest build and managed to reproduce the bloom with the 3rd person template with the new player, using the same blueprint setup as the 3rd person from beta 3 will cause the same effect to happen, my guess is theres something wrong with the camera actor and the per pixel lighting when the screen is under a set width and/or height or something like that.

this is my guess because if you set the aspect ratio to something below around 1.4 on the camera actor, the bloom doesn’t overpower the screen,

I couldn’t tell, but i think the bloom is scaling depending on the aspect ratio, i think around 1.48 the bloom would creep in, but only slightly.

hey, iv uploaded a video under the FTP dropbox in Linkinworm folder called untitled.wmv this shows the exact issue since i cant seem to explain it to anyone

I was able to make a few images of my own and submit them directly to a developer via the report. Turns out it is happening on the internal build as well. This issue is being looked into now. Thanks again Marc.

I’m too seeing this…

UNREAL 4.8 Preview 4 - GTX970