What the title says! I spent the better part of 2 days trying to figure this out haha. So your problem isn't mobile HDR, although that does actually make it match to an extent, due to part of the culprit - auto-exposure! Auto Exposure in the Shader Model 5 (SM5) view will brighten or darken your scene to emulate your eyes' ability to adjust to varying lighting conditions. So, a very dark scene will gradually get brighter in SM5, whereas your Android view will stay looking dark. You can turn this off in the project settings, just type "exposure" in the search bar Next up is setting your view to also only display the exposure at 1.0 As long as you're using lights which are supported in both SM5 and Vulkan/ES3.1 your scenes should be much more similar now. However, there is a tonemapping difference still. I thought it might be a straight sRGB difference of 2.2/0.454, but it isn't quite that! If you add a Post Process Volume actor to your scene and mess around wit...
Some quick UE5 notes and one texturing note. Nanite - doesn't work with transparent objects like glass. Shouldn't be used if there are lots of overlapping bits - like kit-bashed layered landscapes. Also, Nanite meshes do not render correctly with the Pathtracer - you must disable Nanite on the mesh if you intend to use pathtracer (otherwise the Nanite proxy is rendered, and it looks janky) Lumen - reflections are a bit crap. Might want to use ray-traced refls instead. However, you'll lose the GI in reflections. Texturing note - how to do "layer over" in UE. Use the LERP node and an alpha to "blend". This is kinda simple, but incredibly counterinutitive.
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