PostProccess problem when second player is created
Hello everyone! Since Unreal Engine 4 doesn't allow controlling two characters simultaneously from one controller (in my case the keyboard), I've found a way around it by redirecting inputs from the first player to the second. The problem is when the second player is spawned the PostProcess stops functioning (both camera and volume). There is no bloom or motion blur, although if I add ridiculus amounts of color grading it works kind of okay. When the controller is ejected the PP returns to the normal state but when the pawn is possesed it just goes weird. Also, I'm sure that it's not a camera problem because if I don't create the second player at all, the PP is as it should be even if the pawn is possesed (both players are from the same character class, so no difference in camera settings). I've traced the problem to this segment of the blueprint, but I haven't found a solution. Please help!
asked Dec 23 '16 at 01:28 AM in Blueprint Scripting
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