Documentation / ColorMatch
Unreal Engine · Documentation

ColorMatch

Match the viewport's color grading to a reference image by analyzing both images and applying computed color corrections through a PostProcessVolume.

Reference matchingReal-time controlsPostProcessVolume
Opening the plugin

Open ColorMatch from the Window menu.

Use Window > Color Match. The tool opens as a floating panel.

ColorMatch window
Interface

Reference on the left, tuning on the right.

The left panel contains the reference image picker and action buttons. The right panel contains manual adjustment controls for refining the match.

Step-by-step

Match the viewport to a reference image

1Select a reference image

Use the Reference Image picker to choose a Texture2D from the project. You can browse or drag and drop a texture. A 200 × 150 preview appears below the picker.

Reference image selection

2Match Colors

Click Match Colors. The plugin captures the viewport, analyzes both images and computes Exposure, Gain, Gamma, Contrast, Saturation and Color Offset values.

3Apply the match

The tool creates or reuses an unbound PostProcessVolume labeled NativeGradeMatch_PostProcess and applies the computed settings immediately.

Manual adjustments

Fine-tune the generated grade

ControlRangePurpose
Strength0.0–1.0Blends the whole match from off to full strength.
Exposure-4.0 to +4.0Overall brightness in EV stops.
Gamma0.2–3.0Midtone curve; 1.0 is neutral.
Saturation0.0–3.0Color intensity; 1.0 is neutral.
Tint (RGB Multiply)0.0–2.0 / channelPer-channel color brightness multiplier.
Add (RGB Offset)-0.5 to +0.5 / channelRaises or lowers shadows per channel.
Contrast (RGB)0.0–3.0 / channelPer-channel contrast.
ColorMatch manual controls
Compare and reset

A/B the result quickly.

Bypass temporarily disables the grade so you can compare against the original viewport. Use Enable to restore it.

Reset clears the color grading and returns the viewport to the original ungraded state, removing settings applied by the plugin.

Tips

Useful ways to refine a match

  • Strength is the fastest control for reducing an overly aggressive match.
  • Tint (RGB Multiply) is useful for pushing the result warmer or cooler.
  • The generated PostProcessVolume persists in the level and can be edited manually in Details.
  • You can select a new reference and run Match Colors again at any time.