[BUG] High Res Shot disables Post Process

When i use HighResShot command in editor, it disables postprocess first and takes the screenshot and then activates the postprocess back.

There is a similar issue with UE3 since they basically tile-render the scene multiple times. This disabled effects such as bloom which is unfortunate. I hope they will update this at some point to support post-process effects in 4k mode.

Hey Satheesh,

Could you provide some example screenshots (non-HighResShot vs HighResShot) where you’re seeing this issue? There may be some features that are being disabled during HighResShot but Post Processing shouldn’t be off in its entirety.

Thanks,

-Steve

I don’t think this is a bug, I believe it is intended. I suspect it works by breaking down the load into a series of tiles which are rendered individually, then stitched together to form a final image. As a result, the image cannot be post-processed as this would cause potentially nasty artifacting.

I’m having the same issue, here are some screenshots to show the example. The depth of field is definitely not being rendered, maybe some of the AA also cant tell. The first image is a simple print screen

and the second is a highresshot

Full size images here to see example

PrintScreen

Highresshot

Hi ,

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