Reflection probes are too bright

I’ll be honest, I’m still very newbie to HDRP, however I was able to get a satisfying configuration for my entire game, but I started messing with some settings to attempt to optimize the game, and I don’t know if it was between that, or maybe some other assets I imported, but by the time I noticed, it was too late.

I had some reflection probes on my scenes but now I’m seeing that for some reason, they’re way too bright. For more context, the game has a lot of interior scenes at night, the exposure value has some eye adaption, and lastly, the reflection probe is not “white” as a solid color, it IS creating a reflection of the scene, but the intensity/brightness seems far too extreme it appears as if it’s entirely white.
I tried messing with the parameters in the reflection in inspector but I noticed the best I could do was reduce the multiplier value, this doesn’t inherently fix the issue, as the projection in the reflection probe is still very intense, it only reduces the projection value onto the scene objects.

HDRP has a lot of settings, especially when there are different quality settings (low quality asset has low/medium/high settings for a lot of things too), so I’m not entirely sure where I messed up. Searching “reflection” in project settings doesn’t show me anything related to the intensity on which these probes are creating its faces at realtime, only the resolution settings.

I also looked into my lighting settings and tried changing the profile in lighting/environment, but no luck with that either.

At best, if I alter the exposure in my post processing, I could make the reflection probe clear (at exchange of making everything pitch black), this approach would mean I’d need to completely change every light in all of my scenes, and it would also make the sky look like a very dark sunny day.

So I guess I just want to know what setting controls the intensity on which reflection probes capture each face in realtime settings at enable?

When you have on enable it one updates from the last time the probe was enabled.
If you changed the lighting between then the probe would have to be updated, in this settings case it needs to be turned of then on again.
The other modes give different results l, scripted only updates and realtime every from or each cube face updated, I think over 7 frames with time slicing enabled.

I forgot to mention that it was the first thing I tried, changing modes between realtime on enable, on update, and with face splits. On every update still has this massive intensity on the probe.

Are you sure that Probe captures indoor and not Sky/Sun? Maybe you forget to set room as static or maybe excluding from light layers of probe?

EDIT:
I started a new unity project, copied the HDRP settings from the new one to the current project, this worked.
From what I had been researching, there aren’t any settings to configure this type of lighting setting for reflection probes, some of my third party assets must’ve included an extension and altered the way default reflection probes are created to account for said asset’s demo scenes.
I don’t know what asset did it, or what setting it altered, but it’s not something that comes out of the box in unity.