Post process volumes not working in game (works in editor, but not when played in editor)

Hello,

I am working on a VR game and am using post processes to fade out the screen if the player tries to stick their head through a wall. I’m using mobile quality settings and have mobile hdr on and have enabled r.tonemapperfilm.

The post processes work when I am in the editor, but when I test in vr, or even simulate, none of my post processes work. Any help?

There are many reasons that could be the cause. You’ve tagged the post with mobile tag, but haven’t mentioned anything about it. PC can only fake the look for ES shading. And there are differences between iOS and Android platforms, plus many optimization tweaks that may take effect.

Main reason I could see is, PP set for camera that not used in game or game spawns a camera that has own settings for PP.

It’s actually going to be a desktop VR game, but I have unreal set as targeted for mobile quality. From the documentation around it, and the setttings I’m using, the only thing that should effect my post processes is the HDR option. Also, it doesn’t make sense that it would work in runtime, but not when I play in editor. (keep in mind I am not talking about packaging the game, just testing in editor)

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