Post Process/Material/SceneTexture

Hi everyone, i find this tutorial in youtube: UE4 Controlling PostProcess Material Tutorial - YouTube

The guy can to use a sceneTexture in a material PostProcess, but when i try , i have this error

Someone knows maybe an alternative or a solution ?

I just would like to test a distorsion view of my character in a postProcessVolume.(for exemple ondulation).

Hello MoustikBleue,

You will notice that post is from December of 2014. This was possible on older versions of the engine but as of 4.9 this workflow is no longer valid.

We are doing engine optimizations and this change prevents some optimizations which haven’t been finished yet. Let me explain a bit: SceneTexture:SceneColor gives access to a intermediate rendertarget which is needed only during lighting. For postprocessing we want to free it and reuse the memory for the postprocessing. This is especially important for hardware like the XboxOne. I suspect many users want to do color manipulations and did them by reading SceneColor - it seems the right thing to do. This goes wrong with TemporalAA as SceneColor is jittered and it looks bad. It also looks wrong with multiple PostProcessMaterials in a chain where you don’t get the data from the one before. PostProcessInput0 has that data and that is why the error message mentions this. The PostProcessing UI doesn’t make that clear and this is why we want to prevent that access.

It is an issue that may be addressed in the future and we are aware of. Thank you very much for reporting this to us.