Oculus Go - ExposureCompensation (post process) not working?

According to this page, you should be able to control to the exposure on GearVR (GO).https://docs.unrealengine.com/en-us/Platforms/GearVR/BestPractices

For a project with an interior and exterior on the GO I really would like to control the Exposure Compensation. I added two volumes but the exposure settings don’t seem to have any effect. Any suggestions?

Easily tested by creating a simple scene with two PostProcessVolumes;
One PPV unbound - priority 0 + ExposureCompensation 0.
And another PPV with priority 2 and ExposureCompensation 2

It should work. However it has been broken since Unreal 4.19 after it changed name from Exposure Bias to Exposure Compensation :confused:

Actually, to get this to work mobile HDR must be enabled. If you can’t afford the fps drop that comes with mobile HDR - maybe just add some extra lights inside and delete the PPV volumes altogether.

It’s a bug. Exposure Compensation should work even with Mobile HDR turned off.
That’s what the documentation here states:
https://docs.unrealengine.com/en-us/Platforms/GearVR/BestPractices
And here:
https://static.docs.arm.com/100959/0100/arm_guide_for_unreal_engine_4_optimizing_mobile_gaming_graphics_100959_0100_00_en.pdf

And last but not least, it’s even in the MobileBasePassPixelShader.usf

	#if !MATERIALBLENDING_MODULATE && OUTPUT_GAMMA_SPACE
		// MobileHDR applies PreExposure in tonemapper
		OutColor.rgb *= ResolvedView.PreExposure;
	#endif

PreExposure is applied in the tonemapper IF and only IF MobileHDR is turned on. IF it’s NOT then it’s multiplied in the PixelShader, which is the bit of code I’ve posted above.
The specific bug is that the Exposure Compensation is not properly going through PreExposure and seems to be constantly at 1.0.

It’s a bug, confirmed.