Area Based Material Post Process


what I’m trying to achieve is a post process effect where all textures of all objects within the post process volume are fully colored, while everything outside of the volume is black and white. I want the player to be abe to see this difference even when they’re not standing inside the post process volume. Any advice would be greatly appreciated!

3D Modeling & Texturing: [Unreal Engine 4] Localized Post-Process Effects

Thanks a lot for the link, that looks like exactly what I was looking for!