Is it possible to Scene capture cube with Post Process?

If you put out a scene capture cube actor in the map and set a render target to it you can see that it does not include post process in the final texture.

This is because in the official engine code the cube capture is set to capture HDR and not final scene color.

However if you override this behavior using source code modifications to use the final scene color there are very visible artifacts arising from the fact that the post process is in screen space

For example : The bloom in one face of the cubemap cuts off abruptly when the second face starts since the other face does not have the pixels that caused the bloom in the first face.

Is there a technique to get around this limitation? like deferring post process until all six faces are rendered?

Hello Commander Shepard,

Since this functionality isn’t currently supported I entered a feature request here: Unreal Engine Issues and Bug Tracker (UE-36815)

I’ll add your findings and research in a private comment to the devs.

,

That feature request is is a dead link. Does that mean this feature was added?

Pretty sure this is currently (4.17) not supported out of the box, and still a needed feature.

4.20 still waiting …