Chameleon Post Process

Wow! Thank you very much for your time! Yes, English is not my main. I’m trying to increase it day by day and now you are the part of it : ) I’ll change that on next update. Thanks again!

I’m still trying to get the timer working. Can you walk me through this?

Sorry to hear that… Can you describe your target scenario and also your current progress? I can guide you through it more easily.

When I start the game it sends out a sonar pulse. I want to be able to press a key and send a pulse out the same way. However since it is tied to time, it doesn’t repeat.

Here is a simple Level Blueprint which does exactly what you want. It’ll start everytime you press the “M” key. Please note that; you want to start an event with a keypress, so you will need to use the Level Blueprint. Not an actor blueprint like our previous work. You can just delete that old ChameleonController actor from your scene, you are no longer need it. Everything shown below must be inside your Level Blueprint.

Two variables in this example:
Duration: my value is 5.0 (float) (How long it takes to move)
Speed: my value is 100 (int) (How fast it’s moving)

Also reference to my ChameleonOnScene (Chameleon) actor. You can reference it by selecting it in World Outliner window, right clicking on Level Blueprint screen and typing “ChameleonOnScene” to the search box. You will see the entry called “Create a Reference to ChameleonOnScene”.

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Here’s a new upgrade to the Drawing effect: Animated lines!

Coming with next update!

http://.net/demo/chameleon/U5DrawingUpgradeAL.gif

Hello everyone,

Chameleon is on sale! Grab it now 50% off!](Chameleon Post Process in Blueprints - UE Marketplace)

New effect from upcoming update

**Snow

**

http://.net/demo/chameleon/U5Snow.gif

Amazing product! This helps me fill in a weak area of my skills. I have no idea how to make post effects like these.

Three quick questions:

  1. Can you make it possible for Anamorphic Lens Flares to take on the color of the light they are generated from? IE a room with a red and green lightbulb will currently just show blue streaks for both.
  2. I’d really like to use this to highlight enemies and friendlies. I can do one or the other with custom depth, but I can’t do both. Any idea how this might be pulled off?
  3. Is there an easy way to assign these post effects to one specific camera? I know I could do it manually by keeping track of posess/unpossess events, but that will get cumbersome real fast.

Looking forward to the transfer modes you’re adding. :slight_smile:

Glad you like it! Thanks :slight_smile:

This effect is under heavy development right now and yes; i think i can add that feature in near future.

Unfortunately, Chameleon doesn’t support this feature yet but it’s planned as a first or a second update from now. I have a multiple requests from the users about this feature.

I would do this by manualy enabling/disabling an effect(s) by blueprint or code when the camera switches. I made a quick example at Chameleon Post Process - Marketplace - Epic Developer Community Forums about changing the Chameleon’s parameters dynamicaly. That example was about the keypress activation but the logic would be same.

Thanks for following and be ready for more! :slight_smile:

@ any chance of blood PP effects like when a player takes damage or dies? thanks

Yes! You can do that type of effects with Chameleon.

Is there a way to apply the effects only in specific areas of the map?

Because my game is open world so when i add the chameleon on it, it apply to everything.
I wish i could use the different effects in different places , Is there a way to do that?

Can you try this solution: Chameleon Post Process - Marketplace - Epic Developer Community Forums please let me know if it’s work for you.

Okay, I made the unbound false, but I still can’t add it to a solo post process volume
How can i do that?
Also, can i add lots of chameleon actors to the world?
I mean, in some parts I wish to use the drug effect but in the full world I wish to use a global effect like contrast ect…

I could reproduce this on my end. It looks like some functionality has been changed since that time. I’m marking this problem as top of my to-do list. I think that some blueprint coding will be required. You can expect this feature as a part of the next update.

New Recipe: CR_Fire

Original Scene:

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Scene with CR_Fire:

http://.net/demo/chameleon/U5RecipeFire.gif

What is it? : Recipes are basically premade sets of effects created by setting multiple values of the Chameleon to create desired final effect. Recipes are also combinable with other recipes. There’s a short demo video to see recipes in action Introducing Chameleon Recipes - YouTube

New effect from upcoming update

**Kaleidescope

**

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Looks great as usual! Will this new release have this Blending Modes and Opacity feature you mentioned on previous page?

Thanks Baris! Yes it will. Actually the results are amazing and really fun to play with. These new blending modes are multiplies the possibilities of the effect stacking. That new update will also come with the new front-end effect ordering (no blueprint pin ordering anymore) and the new “Unbound” option for volume activation as seen on native Post Process Volumes.

However, there’s two limitations right now:

  1. Not all effects supports the front-end ordering since some of them are using the “Before Tonemapping” option to give the desired effect. For example: Drawing. It’s always working before other effects marked as “After Tonemapping”.

  2. “Unbound” option doesn’t work properly with the front-end ordering mechanism. The reason of that is currently the Unreal Engine doesn’t allows the setting “Blendable Priority” property of the dynamically created material instance. I’ve noted this problem in the AnswerHub as you may follow here: Can not set the Blendable Priority value of the Material Instance Dynamic Reference - Rendering - Epic Developer Community Forums This situation is forcing me to set original materials’ parameters to enable front-end effect ordering, so the problem starts right here since two unbounded Chameleon instances are using the same materials (and the same parameters of them). Whenever the Epic solves this problem or i find an another way to do this then this two features will be perfect matches.

But the pros of the current state of these two features is still crunching it’s limitations and believe me; you’ll like it : )