Adding a post process volume to a blueprint
I have a post process volume in my scene (underwater effect) that works great in my third person game. I want to add it to a blueprint, however the only post process I can add to a blueprint does not have a bounding box. I need this bounding box as it detects when the camera (not player) enters the water. I tried creating a separate collision box and detecting on overlap begin/end to enable and disable the post process, however it would turn on post process when the player entered the water even if the camera was out of the water.
Do I need to detect when the camera enters the volume? What about multiplayer.. I don't want the global water post process turning on for other players!
Is there a way to do this elegantly?
If I could just add a post process volume straight into the blueprint that would be the best solution!
asked Jul 17 '15 at 01:07 AM in Rendering
The most efficient way to do this would be to add the Post Process Volume with its bounding box at the waters surface. You will want test the height at which the post processing is applied to fine tune the transition, sort of like a buffer zone so it is a clean and accurate effect.
This will avoid any need to add it to a blueprint and will affect any and all characters who enter the volume. Below are some images of an example I created to help you visualize the set up.
Post Process Volume Placement
The thin blue line represents my water plane and the surrounding pink box is the bounding edges of my post process volume.
Here is an image of the post processing after finding some decent values within various settings. If you have any other questions, let me know.
answered Jul 20 '15 at 05:45 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here