Sorry but what you suggest is not my typical workflow. Chameleon is almost two years old and i’m going this way since the first update of it. Ofcourse there’s a logic behind it. First; i’m developing my product in the latest version of engine. This way i’m being sure that the possible changes in the engine doesn’t effect my product. Secondly; if i choose to follow your suggestion then i need to do this for let’s say three other older versions too. People also using 4.14/4.13/4.12 right? Actually there’s no visible line to make this backward compability clear. Third; there are nodes only available in latest version of the engine. 4.15 was came with a lot of new math nodes which i’m using right now. And this happens almost everytime new engine version released.
So what you can do about it? I strongly recommend updating your product to latest stable version of the engine (insert backup motto here). If you really can’t then create a new project with 4.16, import Chameleon to it and then migrate it to your 4.15 project. I can’t guarantee that the second option would be stable solution though.
I have found a problem. The Chameleon volume also acts as a blocking volume when it comes to weapons. For example, if I am using the First Person Template and add a Chameleon volume into my level and unbound it, then that Chameleon volume acts as a blocking volume for the projectiles. They just bounce off an invisible wall. If I go into the volume then the projectiles don’t fire correctly and spawn from a different area that isn’t at the end of the weapon.
Thanks for reporting this. It’s obviously a collision masking problem but i need look into this deeper to give you an instructions for fixing it and make it ready for Chameleon 7.0.
Here’s a quick way to fix that problem. Open Chameleon blueprint from content browser and select Bounding Box component from the Components panel. There’s a Collision Presets dropdown in the Details panel. You should change it’s option to Trigger. After you do that click Compile and Save buttons in the navigation bar and you are set! This fix is also coming with Chameleon 7.0.
the wire effect is very cool !
any news about accessing the effect setting via sequencer ?
this would really boost the possibilities of the pack even more !
It’s still under construction and has a lot of information missing (and errors?) but i wanted to share it in case of you may find it usefull in it’s current state for your specific need. I’m actively working on this to create more content (texts, images and videos) to make it one stop page for all documentation and demo needs. For support, unreal engine forums is still our home and it will be.
As always, i’m open to all your suggestions for that web site. Thanks.
Looks like a really cool and useful system. I’m thinking of buying it. However I’d like to ask about this first: do I assume correctly, that the wired effect doesn’t have any settings (since there isn’t any screenshot of the settings visible here)? It’s the effect I’m most interested in but I’d like to be able to display only hard edges and edit their thickness and color.
Thank you for replying so fast! I’m looking forward to use this effect.
I purchased it and I can recommend it, especially when you haven’t spent much time making (post-process) materials, like me. While I don’t need most of the effects right now, sometimes I get new ideas for projects based on small things like these effects.