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[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.

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asked Mar 11 '14 at 04:52 AM in Everything Else

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ue4-archive ♦♦ STAFF
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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:52 AM

It works with Make Structure alone. Don't know why Break Struct. breaks it though.

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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


2 answers: sort voted first

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.

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answered Mar 11 '14 at 04:52 AM

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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:52 AM

Its ok James. :). As Mehmet said i'll try it with Make Structure alone and see what happens.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:52 AM

Well Make Structure didnt worked either. So i guess modifying postprocess in blueprint is completely broken. One annoying thing is the node disappears when moving down with all pins enabled.

avatar image GraphicsMode May 19 '14 at 01:41 AM +

Never mind, I figured out that when you scroll to zoom in on the node, even if you are zooming into the bottom it will flick you up to the top where all the bools are and you miss the other settings.

I'll leave my message here anyway because I still need to figure out how to hook it up to the scene capture component.


Has this changed now? My options seem to be different to the screenshot posted - the only PostProcess node I can place has bools for input/output, and I have no idea how to change a focal distance with an on or off (and I cant figure out how to hook it up to a camera/scene capture anyway).

avatar image Jacky May 19 '14 at 03:02 AM

Check this out;

https://forums.unrealengine.com/showthread.php?6364-Dynamic-DoF(Depth-of-Field)-Blueprint

If it doesnt help then create a new post with your question please, since this is an archived question from Beta.

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Dear Satheesh,

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 :)

http://forums.epicgames.com/threads/972861-Tutorials-C-for-UE4-Code-Samples-gt-gt-New-Iterate-Over-All-Actors-In-World-Level?p=31665944&viewfull=1#post31665944

complete required code for you, changes all gobal PP bloom to 20 (pretty bright) :)

 void AYourController::AffectAllGPPV()
 {
     //list of all post process volumes in world
     TAutoWeakObjectPtr PPLinkedList = 
                GetWorld()->LowestPriorityPostProcessVolume;
 
     [B]//skips if first entry is not valid / there are no ppvs
     while(PPLinkedList)
     {
         //print current ppv name to console
         ClientMessage(PPLinkedList->GetName());
         
         //Global Post Process Volumes only: 
                 //Display and change Bloom Intensity
         if (PPLinkedList->bUnbound)
         {
             ClientMessage(FString::SanitizeFloat(
                                PPLinkedList->Settings.BloomIntensity));
 
             PPLinkedList->Settings.BloomIntensity = 20; 
         }
 
         //go to next ppv
         PPLinkedList = PPLinkedList->NextHigherPriorityVolume;
     }
 }

 

~~~

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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answered Mar 11 '14 at 04:52 AM

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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 04:52 AM

Thank you Rama but unfortunately am not using C++. Am only concentrating on Blueprints.

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