Access Blend Weight in custom Post Processing Material

Here’s the solution! (I know this is an old thread, but I wanted to get the answer up for people who need it. Works in UE5 too.)

  1. In your PostProcess material, create a parameter called BlendWeight. (Has to be exactly that, including capitalization.)
  2. Set BlendWeight’s default value to 0.
  3. Create a material instance of your PostProcess material.
  4. In this material instance, set BlendWeight to 1.
  5. Hook the material instance up to your PostProcess volume instead of the master material.

This will allow your custom material to fade on and off smoothly as you move in and out of the PostProcess volume. (If it still doesn’t behave correctly, the culprit could be the PostProcessVolume actor’s settings or the node network in the material itself.)

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