x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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

Product Version: Not Selected
Tags:
more ▼

asked Feb 06 '15 at 02:34 AM in Blueprint Scripting

avatar image

mikeystar93
4 5 6 8

avatar image Slavq Feb 06 '15 at 12:25 PM

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...

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

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 :)

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

more ▼

answered Feb 06 '15 at 01:07 PM

avatar image

Jargon
808 39 30 67

avatar image mikeystar93 Feb 06 '15 at 03:02 PM

thanks for the reply :) 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

![alt text][1]

avatar image RimmyD Feb 06 '15 at 03:31 PM

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.

avatar image mikeystar93 Feb 06 '15 at 04:05 PM

ah right thanks RimmyD, i had a feeling it was wrong, seems i was way off haha :D 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 :)

avatar image Jargon Feb 06 '15 at 04:13 PM

Have you set Override Fringe Intensity to true as well?

avatar image mikeystar93 Feb 06 '15 at 04:21 PM

I cant see a set override option anywhere ?

avatar image Jargon Feb 06 '15 at 04:23 PM

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 :)

The empty array hooked to Blendables is required, or it won't compile. alt text

skärmklipp.png (156.6 kB)
avatar image mikeystar93 Feb 06 '15 at 04:36 PM

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

avatar image Jargon Feb 06 '15 at 04:51 PM

Pull a pin off of First Person Camera Component and type in "Set Post" and you should see it :)

avatar image mikeystar93 Feb 06 '15 at 05:27 PM

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

avatar image Jargon Feb 06 '15 at 05:34 PM

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

avatar image mikeystar93 Feb 06 '15 at 05:37 PM

yeah its first person

avatar image Jargon Feb 06 '15 at 05:42 PM

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?

avatar image mikeystar93 Feb 06 '15 at 05:55 PM

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 :D 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 :)

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

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

more ▼

answered Jul 27 '15 at 02:15 PM

avatar image

CommanderClank
1 2 6

avatar image Jargon Jul 27 '15 at 03:04 PM

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

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question