1 item (1 fix)
The engine ships its own render quality profiles, backed by real convars, that CAP what your scene asked for — a scene authoring 4 shadow cascades renders 2 for a Low-shadow player. And post-processing (AO, DOF, bloom, tonemapping, SSR) is opt-in per camera: none of it runs until the game adds the component, so a code-created camera renders flat, ungraded, and un-occluded no matter how well the lights are authored.
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