Updating DOF Per-Player In Realtime?

How can I go about modifying the DOF in Realtime? Basically I want to take the ShooterGame example a bit further, when the FOV of the Camera changes as you zoom in, I also want to change the DOF to focus on wherever crosshair is.

I know I can get the focus distance using a trace function, but where do we actually change these properties in realtime? Is it even possible? I know I saw it working in Gears of War 3 with the longshot, though I’m not sure if that was done with some trickery and a PostProcess Material.

#My Tutorial on Dynamic PP Updates

I have a tutorial here on updating post process volume during game time!

I show in the code how to make sure you are updating the global post process volume

it is per player because these changes dont replicate

Dynamic Post Process Updates

http://forums.epicgames.com/threads/972861-Tutorials-C-for-UE4-Code-Samples-gt-gt-New-Iterate-Over-All-Actors-In-World-Level?p=31665944&viewfull=1#post31665944

Rama

#Scene.h

See Scene.h for the big struct of post process settings

PS: here is the code, more explained above

void AYourController::AffectAllGPPV()
{
	//list of all post process volumes in world
	TAutoWeakObjectPtr PPLinkedList = 
               GetWorld()->LowestPriorityPostProcessVolume;

	//skips if first entry is not valid / there are no ppvs
	while(PPLinkedList)
	{
		//print current ppv name to console
		ClientMessage(PPLinkedList->GetName());
		
		//Global Post Process Volumes only: 
                //Display and change Bloom Intensity
		if (PPLinkedList->bUnbound)
		{
			ClientMessage(FString::SanitizeFloat(
                               PPLinkedList->Settings.BloomIntensity));

			PPLinkedList->Settings.BloomIntensity = 20; 
		}

		//go to next ppv
		PPLinkedList = PPLinkedList->NextHigherPriorityVolume;
	}
}

How am I missing all these things you’ve done haha… Cheers Rama!