[Closed] Unable to change Global PostProcess settings at runtime
Am not sure if this is a bug or something wrong on my side but i have the below Level Blueprint. When i press "F" everything is pitch black. Its like i removed the post process.
How can i change Global PostProcess settings at runtime. Right now i only want to change Ambient CubeMap Intensity.
The question has been closed May 21 '14 at 09:15 PM by Tim Hobson for the following reason:
Archived post from beta generating comments
I'm afraid it's not really possible to easily modify post-process settings via Blueprints at the moment, mostly due to the sheer size of the post process settings struct. We have some ideas on how to improve this though and will hopefully get to work on them soon! Sorry about that.
My guess in this case is that the struct you are creating has some zero params for some the of the inputs that are breaking things.
I know this is not exactly what you're asking, but I do have a working solution for you
I modify the global post process settings in my game, per-tick, for some special effects so I know it works :)
I have a tutorial on how to do dynamically change global pp in C++ here :)
complete required code for you, changes all gobal PP bloom to 20 (pretty bright) :)
Post Process Settings?
Check out Scene.h for a list of all post process settings and variable names within the FPostProcessSettings struct :)
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