So I recently started crafting my game… I now wanna add some kind of danger.
Basic Gameplay → You shoot around projectiles to see your Environment that’s why I need these projectiles (and their ribbon) to partly change color.
For example if I shoot a sphere at this volume and it’s half way in, it should be half red and half white.
But since Post Process volumes only change the whole screen I wondered if there’s another way.
Simply changing the color on begin and end overlap doesn’t do the job.
You can have localized PP volumes:
https://answers.unrealengine.com/questions/840258/localized-post-process-effects.html
Thanks for your help ^-^
That’s kinda what I’m looking for but excuse me the question… How do I set these up ?
I already added a Post process volume with the Code of the link you sent me but it still only affects when I go in and then the whole screen.
Sorry for this I’m very new to post processing
That sub-graph shows you how to determine if an area is inside the PP volume. You still need to lerp between that and the normal view:
At the moment, it only works at the world origin, trying to figure that bit out…
EDIT: Well you can put it in a BP and make that 3vector a parameter, which you can set on a material instance to be the same as the BP location. But it’s probably easier to just type in the coords. It depends how many copies of the BP you have…
Thanks alot ^-^
So you make a new blueprint actor. Add a PP component. Put that code in the construction script.
First of all, just do it with the fixed 0,0,0 center.
Then add the parameter.
Where are you stuck?



