Setting post process materials in 4.17

Does anyone have a blueprint-based alternative to the old method of adding post process materials to a camera?

4.17 removed the PostProcessMaterials pin entirely from the PostProcessSettings struct, and I can’t seem to find any other ways of doing what I want.

Cheers,
Francis

Ended up getting some help from the unreal forums, the solution is to use the “Add Or Update Blendables” node:

thanks for the answer, did you manage to use the node “remove Blendable” ?

Yep, I’m using it in a couple of places… But usually I just use the AddOrUpdateBlendable with a weight of 0 if I want to disable something temporarily.

I can not play fortnite because of a problem, “UE4” as I can solve it

I didn’t manage to remove my post process using “Remove Blendable” - is there something particlar to do?

instead I created a post process component on my player pawn and set the blend weight from the post process to 1.0 for and 0.0 for off

230326-capture.jpg

Hey there, here’s an example of what I’m doing currently. I first create a dynamic post process material, set it as a variable (SCSobel in this case) , then add it to my camera.

When I want to remove it later on, I just pass in the same variable into the RemoveBlendable object input.

You can check this page for Fortnite issues: