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What is the correct way to set post processing material at runtime?

I am getting:

 Warning  Blendables  - the native property is not tagged as BlueprintReadWrite, the pin will be removed in a future release.

When trying to set post processing blendables in such a way:


What would be a correct way of doing this that doesn't generate a warning?

Product Version: UE 4.10
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asked Jan 25 '16 at 06:05 PM in Blueprint Scripting

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avatar image Bariudol Jan 27 '16 at 02:39 PM

Its been like that since I have a memory of it. This warning comes out with all structs properties that are not marked with that decorator in C++ (BlueprintReadWrite). I don't know of other way for doing this, but I don`t think it will change either. If you find another way please share with us. Cheers!

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answered Mar 25 '17 at 02:30 AM

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Jared Therriault
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