How do I set post processes in BP on key input

I have a slow motion set up so when i press ‘Q’, everything becomes slow motion … now to add extra depth to the game I want it to feel like the slow motion is actually adrenaline… so in level blueprint I have found 2 nodes, ‘break post process settings’, and ‘make post process settings’… What I want to do is when i press ‘Q’, it activates the ‘fringe intensity’… from here I have no idea how to set it up

I’m also interested, i remember that it was not possible when UE4 came out, but Epic had a plan to expose post process parameters for editing in BP…

You should be able to grab your camera from your character and apply post processing settings there - a First Person Camera Component, at least, has all the settings a normal post processing volume has :slight_smile:

This would be done inside your character blueprint, or in C++.

thanks for the reply :slight_smile: Ive done this is the character BP, i need some guidance from here though because i have no idea if ive set this up correctly so far… the node on the right is the ‘make post process settings’ … i have no idea how to link the 2 nodes together either

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This appears that you are assigning the variable First Person Camera to itself which seems unnecessary. What you will need to do is to get the camera component of your camera then get the post process settings from it.

Realize that using the post process node in its current state is a pain as it is giant and will override everything.

ah right thanks RimmyD, i had a feeling it was wrong, seems i was way off haha :smiley: so what i have set up now is the input ‘Q’ pressed, linked to a flip/flop node, which is linked to the camera component with the fringe setting turned on to full … its not working so i have definitely missed something :slight_smile:

Have you set Override Fringe Intensity to true as well?

I cant see a set override option anywhere ?

Here, this is how mine is set up - I just verified that this works. In your case, you would have Override Fringe Intensity ticked instead, and your variable hooked up to Fringe Intensity :slight_smile:

The empty array hooked to Blendables is required, or it won’t compile.

thanks alot man, this is really helpful, the only node i cant seem to make is the set process settings in the top right of your screen shot

Pull a pin off of First Person Camera Component and type in “Set Post” and you should see it :slight_smile:

I am seriously too new to UE4 haha…right, i have everything set up as you have it, but to the fringe … except i cant get the first person component, i forgot to add that to the previous comment

Okay - What’s the template that you’re using? First person, or something else?

yeah its first person

Okay. I’ve added the camera compent via C++, as I recall. Can you try adding one in your character blueprint via the components menu?

i tried that and its not working, its definitely me doing something wrong, most of the time if i mess something up its only a little but it seems to be alot with this one haha :smiley: ill send a screenshot of what i have but if we cant resolve it then its fine, but thankyou very much for your time and patience with me :slight_smile:

Does anyone know why you can´t do what Jargon did with an event tick?

Hey Clank, make a new question with some more details and I’ll do my best to help.