Hi everyone,
I was wondering if there currently is a roadmap for making the postprocessing pipeline available for modification using the C++ plugin system. In this way there would be possibilities to make new effects and use compute shaders in the postprocessing pipeline and distribute them to users without having them generate a custom UE4 build. As a proof of concept I exposed all of the post processing classes and effects in the renderer module and wrote an override of the FPostProcessing::Process function, the proof of concept worked but is almost certainly going to clash with any of the code changes that would touch the postprocessing codebase. I think that the current implementation of the postprocessing passes using the composition graph works really well and would lend itself to custom pass injection and the removal of passes by a plugin system.
Thanks for looking into this and I look forward to a reply!
Thanks and have a great day,
Juul