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UMG post effect

I've seen at least a dozen complaints that UMG doesn't apply post effects expected from materials. Once the material is set to "User Interface" all post process is lost.

I've also heard enough of the BS about the post process pass happening outside the UMG loop and blah blah - I don't buy it. Surely there must be a way to allow UMG to have a post process pass for some relevant stuff, bloom seeming to be the most relevant one. This would also enable the capture 2D component to properly displaying something in the UMG, like it used to before the "Used with UI" option was replaced with the "User Interface" domain.

Are there any plans for actually listening to the users and developing that capability? A simple "UMG post process pass" checkbox to enable people to choose whether they want to take the performance hit of such pass would do, and apply the same post bloom post process functionality on the UMG layer. I'm probably simplifying it but considering that the Bloom works over the 2D representation of the image already I don't see why it couldn't be applied to UMG.

Product Version: UE 4.20
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asked Nov 07 '18 at 12:06 AM in Using UE4

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Al Ananias
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A simple "UMG post process pass" checkbox to enable people to choose whether they want to take the performance hit of such pass would do, and apply the same post bloom post process functionality on the UMG layer.

It's a bit more complex to implement than a checkbox, there is Epic staff's post about it somewhere here. Meanwhile, do consider looking at the UMG's RetainerBox:

alt text

It does allow for a simple post process effect, since it uses render target first. It's not the implementation you want, though. I managed to achieve reasonably creative translucency effects with this but never experimented with bloom.

Do tell if you manage to make it do what you need.

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answered Nov 07 '18 at 09:27 AM

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Everynone
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avatar image Al Ananias Nov 08 '18 at 01:05 AM

Thanks very much - this is a helpful component indeed. I couldn't make bloom work through this method and stopped short of building a makeshift bloom in the material effect through a combination of blur and some serious compositing as it would get too expensive for a mobile platform. But I can definitely see various use cases for this component.

I ended up disregarding the bloom altogether and used the capture 2D with other effects applied directly at the target texture. It's not bloom, and is not what I originally intended, but ended up making sense in the context of the game.

Thanks again, Al

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