Unable to change Global PostProcess settings at runtime

Am not sure if this is a bug or something wrong on my side but i have the below Level Blueprint. When i press “F” everything is pitch black. Its like i removed the post process.

How can i change Global PostProcess settings at runtime. Right now i only want to change Ambient CubeMap Intensity.

It works with Make Structure alone. Don’t know why Break Struct. breaks it though.

I’m afraid it’s not really possible to easily modify post-process settings via Blueprints at the moment, mostly due to the sheer size of the post process settings struct. We have some ideas on how to improve this though and will hopefully get to work on them soon! Sorry about that.

My guess in this case is that the struct you are creating has some zero params for some the of the inputs that are breaking things.

Its ok James. :). As Mehmet said i’ll try it with Make Structure alone and see what happens.

Well Make Structure didnt worked either. So i guess modifying postprocess in blueprint is completely broken. One annoying thing is the node disappears when moving down with all pins enabled.

It did work for me but later on i noticed that most of the parameters are set to zero as James said, so you’ll need to set every parameter to match your post process volume. :\

Can you please post a screenshot of your BP setup?

Nothing different from yours really. I grabbed settings from Palette, then made a Make Structure from it. Unclicked everything but Ambient Cubemap because 3 of the other parameters give errors otherwise. We’ll have to wait until it’s fixed i guess because it takes too much time to do it this way right now.

Am using it the exact way you did but when i press “F” its all pitch black. Am using FirstPerson Blueprint Template. Is the above project based on that?

Oh no, i’m using blank project. It boosts the ambient cubemap intensity as expected.

Just tried it with Blank project and to my surprise it worked as expected. So whats wrong with my project?

If it is urgent, i suggest using two PP volumes and switching between them in runtime. I’ll need this BP setting soon as well but it’s just not reliable right now. Even if you get it working in your project you’ll still need to set every single parameter in the Make Structure node in order to see the difference you want. Hope this has been helpful so far and good luck!

I tried two PP volumes but still it wont work. Guess its broken in my project. :frowning:

Dear Satheesh,

I know this is not exactly what you’re asking, but I do have a working solution for you

I modify the global post process settings in my game, per-tick, for some special effects so I know it works :slight_smile:

I have a tutorial on how to do dynamically change global pp in C++ here :slight_smile:

http://forums.epicgames.com/threads/972861-Tutorials-C-for-UE4-Code-Samples-gt-gt-New-Iterate-Over-All-Actors-In-World-Level?p=31665944&viewfull=1#post31665944

complete required code for you, changes all gobal PP bloom to 20 (pretty bright) :slight_smile:

void AYourController::AffectAllGPPV()
{
	//list of all post process volumes in world
	TAutoWeakObjectPtr PPLinkedList = 
               GetWorld()->LowestPriorityPostProcessVolume;

	[B]//skips if first entry is not valid / there are no ppvs
	while(PPLinkedList)
	{
		//print current ppv name to console
		ClientMessage(PPLinkedList->GetName());
		
		//Global Post Process Volumes only: 
                //Display and change Bloom Intensity
		if (PPLinkedList->bUnbound)
		{
			ClientMessage(FString::SanitizeFloat(
                               PPLinkedList->Settings.BloomIntensity));

			PPLinkedList->Settings.BloomIntensity = 20; 
		}

		//go to next ppv
		PPLinkedList = PPLinkedList->NextHigherPriorityVolume;
	}
}

**Post Process Settings?**

Check out **Scene.h** for a list of all post process settings and variable names within the **FPostProcessSettings struct** :)

Thank you Rama but unfortunately am not using C++. Am only concentrating on Blueprints.

Never mind, I figured out that when you scroll to zoom in on the node, even if you are zooming into the bottom it will flick you up to the top where all the bools are and you miss the other settings.

I’ll leave my message here anyway because I still need to figure out how to hook it up to the scene capture component.


Has this changed now?
My options seem to be different to the screenshot posted - the only PostProcess node I can place has bools for input/output, and I have no idea how to change a focal distance with an on or off (and I cant figure out how to hook it up to a camera/scene capture anyway).

Check this out;

If it doesnt help then create a new post with your question please, since this is an archived question from Beta.