This is a general question about developing for UE4 in VR. I’ve heard that it’s a good practice to turn off Unreal’s default post process effects entirely. That’s simple enough, as I can put in an unbound post process volume.
Then, if I want to have post process effects on a small area, can I put another volume in? Technically it should intersect the previous unbounded volume, so will my 2nd volume almost override this collision and take precedence? And are there easier ways to turn off post processing by default for the entire level, or is best way to just put in a post process volume and make it unbounded?