In following days, yes! (Marketplace submission approval takes some time)
Chameleon V6.0 has been submitted to Marketplace and currently in review by Epic staff. Hereâs a changelog of this update:
- New effect : Snow
- New effect : Kaleidescope
- New effect : Letterboxing
- New effect : 2D Transform
- New effect : World Splash
- New feature : Unbound option
- New feature : Editor gizmo and icon component for Chameleon actor
- New feature : Front-end effect priority settings through the details editor window
- New Recipe : CR_Fire
- Sharpen is now after tonemapping for better output quality
- Animation Speed field has been added to Drawing effect
- Radial Blur Mask field has been added to Radial Blur effect
- Splashes Amount field has been added to Screen Drops effect
- Splashes Intensity field has been added to Screen Drops effect
- Splashes Tiling field has been added to Screen Drops effect
- Bump field has been added to Screen Drops effect
- Layer 1 Noise field has been added to Screen Drops effect
- Layer 2 Noise field has been added to Screen Drops effect
- Layer 3 Noise field has been added to Screen Drops effect
- Diffuse Intensity field has been added to Screen Drops effect
- Diffuse Color field has been added to Screen Drops effect
- New default values for Screen Drops effect
- Use Diffuse Buffer field has been added to Toon Shading effect
- Tint field has been added to Screen Damage effect
- Screen Damage effect is now covering the entire screen correctly
- Magic Transitions effect is now covering the entire screen correctly
- Pulse effect now has correct distortion parameters
- Near Multiply field of the Distance Fog effect was renamed as Near Color
- Fog Color field of the Distance Fog effect was renamed as Far Color
- Distance Fog effect was recreated from scratch.
- New default values for Distance Fog effect
- Scaling algorithm has been changed for the Screen Decals effect
- Screen Decals effect is now using the screen aligned UV for positioning the decals (0-1)
- Slot 1 - Rotation field has been added to Screen Decals effect
- Slot 2 - Rotation field has been added to Screen Decals effect
- Slot 3 - Rotation field has been added to Screen Decals effect
- Slot 4 - Rotation field has been added to Screen Decals effect
- Blocking feature of the Glitch effect has been fixed.
- Assetsâ names refactored to meet Unreal Engine 4 official guidelines
wow, impressive update !
cant wait to play with it
thx for the good work !!
That was fast! Chameleon V6.0 is now available.
I got the new update and it is awesome! One problem I am having is with the Chameleon volume. I uncheck the âUnboundâ box and everything works as expected when I am editing my work but if I go and play within my level then everything is affected. For example, if I turn on screen drops and uncheck the âunboundâ box then the screen drops are only bound to that Chameleon volume when I am working within the editor. Yet if I go and play within the editor, then the screen drops start right away and are no longer bound to the Chameleon volume (Also, my player start is not in the Chameleon volume at the start of the level). Am I doing something wrong?
Thanks!
Edit: I just checked and the same thing above also applies to the âRecipesâ
Sorry to hear that⌠Iâll test it and share the results. Just give me a day or so.
Hi,
Iâve tested this on my end and it worked as desired. Can you please try the same thing in the blank new project?
@ I was wondering how youâd go about doing this kind of effect with Chameleon? https://80lv-cdn.xsolla.com/80.lv/uploads/2016/11/Blendable.jpg
I have done similar kind of effects (Drawing/Painting) in the past with Chameleon and included them as âRecipesâ in Package. The example you show however, needs a little bit more than those. I think itâs possible to do but needs some time. Iâll take a look at it and will share the result.
Here is the problem. I am using the FPS template as an example.
I uncheck âUnboundâ in the InternalPP
In the editor (without playing) I donât get rain drops unless I enter the volume. So far so good.
Now I want to test out the effect while playing (I am stating outside the volume)
I press Play and the even though I am not in the volume the effect is active.
Is there something I am doing wrong? Any help would be much appreciated. Thanks!
Here is the problem. InternalPP is a component which iâm using for under the hood purposes. The option you looking for is under the âChameleon Settingsâ group. Canât share a screen right now but itâs in the main Chameleon window like all other effects. Unfortunately Unreal Engine doesnât allows us to re-order that group list so it must be 5 or 6 from the end of the effect list. Please let me know if that works for you?
It works Thank you so much! I feel so stupid that I didnât see that.
Happy to hear that works! : )
@, first thanks so much for the updates! Really helpful to have the radial blur mask and tint for the screen damage AWESOME!!!
So, onto my questionâŚ
Iâm using the âCustom Depth Highlighter (Clip)â effect and itâs working perfectly except this one scenarioâŚ
I have a pawn w/ multiple static mesh components and the static mesh components are clipping each other, making the highlight turn on when Iâm looking straight at it. Is there any way to adjust for this use case?
Thanks!
Thank you!. So you applied the custom depth option to all of that Pawnâs static meshes or some them?
I applied the custom depth option to all of them. Another example you could think of is if you attach a weapon to a pawn and both have the custom depth option set. With this setup, Iâm seeing the weapon âclippingâ the pawn and the pawn shows up highlighted behind the weaponâŚbut if both the pawn and weapon are behind a wall, Iâd want them both highlighted. Is that possible?
Unfortunately i couldnât reproduce this. In the image below, objects 1, 2 and 3 have custom depth enabled and Chameleonâs âCustom Depth Highlighter (Clip)â is in effect. As you can see thereâs no clipping between these three objects. Can you share a sample project with me so i can inspect the issue more easily?
Thanks.
&stc=1OMGâŚsorryâŚbug on my end. I wasnât actually setting the weapon mesh custom depth option. Everythingâs all good!
OKâŚso, this isnât a bug but itâs a weird use case I want to see if I can achieve. Is there anyway you can specify an actor to both NOT show up with the highlight and NOT trigger the highlight when itâs clipping an object?
For example, in a third person game, when my character is clipping in front of enemies, it can cause the highlight effect to appear on the enemies. A decent work around (for my use case at least) is to turn on the render custom depth option for the playerâs pawnâŚbut there are still times when geo gets in between my pawn and the camera, triggering the highlight effect on the playerâs pawn.
This just might not be achievable w/ the system, but figured Iâd ask!
Sorry to say that but it is not possible without modifiying the Chameleon. Basic workaround for this would be enabling the custom depth on playerâs pawn too. But this action would be create a new side effects. However, iâll keep this in my mind and may be i can solve this in one of the future releases.