Post process effect parameter affects wrong camera

Hi,

I use a PostProcess material to show some damage ([blood effect][1] if player is nearly dead…). The material has a parameter where I can change the visibility of the effect.

I create the material and add it to my post process component:

If the pawn is getting damage, the (replicated) health is reduced and based on that I set my parameter:

Damage dealing is handled on server side. This means the event is only called on server (I checked that). Now the server should show damage if the server player is receiving damage, right?

Nope. For me the server only shows damage, if the client player got hit. This makes no sense?!

I tried to ignore it and just create an event that is replicating to all (Multicast). But here I got the same problem: Client shows damage of server, and server the damage of the client.

Do you know what I am doing wrong?

I figured it out:

You need to set the PostProcessSettings of the PostProcess component to the camera on BeginPlay. After that it worked for me.

This worked for me! Even though it was not 100% clear. Basically, the solution is to use postproces that is already on camera and not the component.