Exposure from UE4's 3d gizmos black out entire screen

I’m a bit at a loss for what exactly is happening here but it appears that the 3d gizmos “transform, scale, rotate” and also the landscape painting tools appear to give off some sort of illumination that’s completely over exposing the entire screen, rendering the viewport useless. Here is an attached video with no post process applied to the scene demonstrating what happens when any gizmo is on the screen. You will see that the rotation gizmo is the worst offender of the three main gizmos because it is physically the largest, therefor putting off more illumination than the others.

VIDEO LINK:

With these post process settings (basically turning off exposure all together) it eliminates the screen black out from the gizmos but… just look at that landscape paint brush. The brush itself is completely useless because I can’t see what I’m painting. Something is obviously very broken.

246639-exposuresettings.jpg

Additionally, another thing that I’m finding with these post process settings (turning off exposure all together) it’s causing an extremely strange over exposure within my buffer visualizations.

Here’s my roughness visualization with the above listed exposure settings forcing exposure to be “off”

once I turn off the post process volume all together my buffer visualizations work as intended but I have to deal with the extreme exposure of the widgets once again. Here is roughness again with the exposure turned back on by disabling the post process which it then appears to work as intended.

Can somebody shed some sort of light as to what is happening here?? Something is obviously very broken and I feel like I’m just running into various fallout of said primary broken thing.

  1. why are my 3d widgets over exposing my screen to begin with?
  2. why in the world are my post process settings affecting my buffer visualizations at all?

Hello,

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Thanks