Distribution Vector Particle Parameter: Color clamps to 0,0,0 - 1,1,1
I am trying to edit a particle's color and lerp it over a period of a second. I am using colors at are over 1,1,1 so they have emission and glow. However, when I try to change the color through the lerp node, the blueprint seems to clamp it to 1,1,1, or just plain white. I've attached my Cascade setup, the section of my BP where I change the color, and the Parameter options in the blueprint. I'd be happy to provide any more information. Thanks in advance!
asked May 29 '18 at 05:57 PM in Blueprint Scripting
This effect of clamping the bloom of emissives happens to me on mobile devices or in splitscreen, and this is by design (it was Epic's way of fixing a bug where blooms would artifact between split screens). Mobile device problem is probably just because I have a really unpowerful device. I am not sure if that's the reason it's happening to you though, and I don't know if it clamps the parameter values or just the render (I think it's just the render).
answered May 30 '18 at 04:55 PM
I'm not sure why it does that, or if a different Distribution type might allow you to do what you want, but here's a workaround:
Have your parameter vector represent percentage(s), and in your material graph, simply multiply the maximum value you want it to be able to reach, by that value (between 0.0 and 1.0), and you should be able to get the same effect as if the parameter allowed a range of values up to that maximum value.
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