Post Process Volume breaks particle systems

We have multiple particle systems in our game, and as soon as we ad any post-processing effects, it breaks all of them. Any ideas?

Without post-process:


With post-process (sobel edge in this case):

I also have this issue

I also fixed it but by changing the translucent blendable location to after Translucent buffer :slight_smile:

Hey there. I ended up “fixing” this by not using the sobel edge effect that I found online and rather using the one included in the Stylized Rendering example project: Engine Feature Examples for Unreal Engine | Unreal Engine 5.1 Documentation

You can download the project files from the “Learn” tab in the unreal launcher

yup, looks like that works too :slight_smile:

Uh? Where? Can you please expand on this?

The change to make it allow other translucent materials is here, Blendable Location

http://i.imgur.com/cvmdiLA.png

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Mine is greyed out. Its the default Fire.

http://puu.sh/gzV7b/db31417856.jpg

I’m using UE 5.2 and I found hear the answer. I wanted to try Thermal Vision with Post Process Volume with Fire niagara particle but in render doesn’t showing Fire. And now there’s fire TADA! thank you!