Why is the project dark in Aximmetry 2024.3.0?

 

Why is the project dark in Aximmetry 2024.3.0 After exporting from Unreal?



   huseen

 
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TwentyStudios
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How do you expect anyone to be able to help with this description? There are no details or screenshots to help determine the issue. Also not that you’re not “exporting” anything from Unreal to Aximmetry. You’re compiling the UE5 project to run outside the editor, and Aximmetry opens the compiled UE5 project in the background. Nothing is converted or exported.

 
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huseen
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Why is the project dark in Aximmetry 2024.3.0?

 
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Eifert@Aximmetry
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Hi,

If you are experiencing different exposure in Aximmetry than what you had in Unreal Editor you can do the following workaround:

We assume that you have a post-process volume in your scene, which you use to adjust the exposure to your liking.
Select it and navigate to the Exposure section.
Set the Metering Mode to Manual.
Set the Apply Physical Camera Exposure to off.
Adjust the exposure using the Exposure Compensation value to your desired exposure.
Recook the scene.

This should allow you to get the same exposure both in Unreal Editor and in Aximmetry.

You can read more about this issue here: https://my.aximmetry.com/post/4203-aximmetry-202430-beta-unreal-530-video-o

Warmest regards,

 
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huseen
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Eifert@ 

If I use post-process, I do these steps.

But I don't use it in many of my projects. I use  Ultra Dynamic Sky .

Note that the same project on the old version 2024.2.0 was working correctly.

 
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Eifert@Aximmetry
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Hi,

I don't think the issue is related to Ultra Dynamic Sky, but you could try disabling it to see if there is any change.

You might also consider running Build All Levels, as the static lighting may currently not be calculated in the Unreal Editor:
There is no indication in UE5 that lighting needs to be built, but in aximmetry it is shown that lighting needs to be built
Additionally, you can try disabling or deleting the post-process volumes to determine if it is really not causing this issue.

Warmest regards,

;