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?

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

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

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

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

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

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

Or info at all that might be pertinent.

Hm. or some kind of reference?