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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


and the


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

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avatar image AaronAikman Mar 20 '17 at 06:21 PM

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

avatar image AaronAikman Mar 20 '17 at 11:31 PM

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

avatar image AaronAikman Mar 21 '17 at 07:29 PM

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

avatar image AaronAikman Mar 22 '17 at 01:11 AM

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

avatar image AaronAikman Mar 22 '17 at 07:36 PM

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

avatar image AaronAikman Mar 23 '17 at 06:39 PM

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

avatar image AaronAikman Mar 27 '17 at 09:02 PM

Or info at all that might be pertinent.

avatar image AaronAikman Apr 04 '17 at 07:57 PM

Hm. or some kind of reference?

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