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Modifying Sequencer Capture to Utilize 2 Post Process Materials

I don't have a ton of experience in c++, so I'm not sure if I'm doing this correctly, but I've modified the

CompositionGraphCaptureProtocol.h

and the

CompositionGraphCaptureProtocol.cpp

files to include a second PostProcessMaterial.

I inserted this

     UPROPERTY(config, EditAnywhere, Category="Composition Graph Options", meta=(AllowedClasses=""))
     FStringAssetReference PostProcessingMaterialAlternate;

into the CompositionGraphCaptureProtocol header but I'm not seeing the change in editor after I build in vs or compile in editor. I'm trying to be able to render multiple passes using custom Post Process Materials at the same time.

What am I doing wrong?

Product Version: UE 4.14
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asked Mar 18 '17 at 12:54 AM in C++ Programming

AaronAikman gravatar image

AaronAikman
95 2 5 9

AaronAikman gravatar image AaronAikman 3 days ago

Anyone have any experience with MovieSceneCapture or even just UProperty not showing up?

AaronAikman gravatar image AaronAikman 2 days ago

I would also settle for any information anyone has about handling renders in a custom manner through c++

AaronAikman gravatar image AaronAikman 2 days ago

I would also settle for any blueprint equivalent related to the topic

AaronAikman gravatar image AaronAikman yesterday

Or potentially anything pertaining to Drawing to Render Target that might be useful

AaronAikman gravatar image AaronAikman yesterday

Or does anyone know of a plugin that does such a thing?

AaronAikman gravatar image AaronAikman 1 hour ago

Or even how to modify a 360 capture plugin to capture different post-process materials instead of 360

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