Finally got a chance to take the UE5 plugin for a spin. Great work streamlining the installation! Aside from the usual UE/Android friction, things were mostly fine on the Leia plugin side.
I’m using the exampleBP and running into wild discrepancies between what I think the scene should look like, and what it does in fact end up looking like. This is especially noticeable with environmental and atmospheric effects and lighting. As an example, here’s a scene in the editor:
And here it is on the lume pad:
Note the utter absence of SkyAtmosphere and the different light shade of the cube.
Another issue, which might be semi-related if not totally the same thing, is the completely unpredictable lighting behavior between the editor, the camera preview, and the actual lume pad. Case in point - editor:
Camera preview (i.e when hitting play):
And Lume Pad view, which impressively enough, resembles neither:
What’s going on here? This kind of unpredictable behavior is frustrating and extremely challenging to dev and design around. Are there steps I could take to mitigate and/or plan for this? I must admit I’ve worked on the Unity side quite a bit and recall a near 1-1 look identity between on-screen and on-pad (although, then again, Unity doesn’t boast the visual features that UE5 does).
Any/all advice would be greatly appreciated; thanks.