Chameleon Post Process

Gotta say, this is the best Post Process addon I’ve seen.

No problem. I think you missed it. It was mentioned in the changelog as “Fix: **Kuwahara **is now before tone mapping to prevent “black lines & dirt” in final image”
Please let me know about the result.

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I’m getting this too, I just updated from v9 to v10 hoping for a fix but it’s showing the same behaviour. I’ve tried the suggestion on the previous page of replacing the null blend mask with T_White but this doesn’t do anything, if I then drop T_White into the Blend Mask in the Chameleon BP it breaks it completely (no effects visible) and I have to revert the Structures to get it working again.

Thanks for reporting it. I’ll have to look this deeper since for now, I couldn’t reproduce it.

All that works for me is putting T_White in the individual mask inputs.

On a related mask note, how would I go about layering two versions of an effect, say I want one mask on the monitor effects lines and a different mask on the distortion? I could duplicate/edit the base mat but that’d be a hassle every time I update. If there’s a more sensible way, I’m all ears :slight_smile:

EDIT: Got as far as establishing I’d need to edit both the PP mat itself andf MF_SetBlending to add a second mask, and decided to give up before I get in a right old pickle :slight_smile: Probably easier to just use another instance of the mat in a standard PostProcess volume.

Currently, single texture mask supported only. And please note that, if you update the Chameleon all your modifications would be overwritten.

Is there a way to get more screen detals to the Post Process chameleon ?

I didn’t understand the question. Can you be more specific?

Your Chameleon Post Process addon has over 60 presets.
One of them is called “Screen Decal” and It’s limited 4 images.

Is there a way to increase that limit?

It is not possible without altering the Chameleon blueprint and the related material(s). If you choose this path you must note that next update of the Chameleon would overwrite all your modifications unless you make these operations on the copies of all assets in question. It’s in my plans to increase this hard-coded limit but no ETA yet.

I decided today to upgrade from 4.18.3 to 4.19.2 my Unreal Engine.
When I executed my project, a brick border become visible all the time. Investigating this weird thing, have noticed that is Chamaleon FX related with it. So If I active or enable any Effect, the brick border appears. If I disable it, it dissapears.

The weird brick border thing is this:
https://answers.unrealengine.com/sto…8+14.44.54.png

And more people had problems like this one in Unreal Forum which contains useful stuff:
https://answers.unrealengine.com/que…update-49.html
https://answers.unrealengine.com/que…fter-upgr.html

Cool, glad I was on the right track. I didn’t try Remove Local Content however it did download the new version into a separate folder in my Marketplace Vault Cache so shouldn’t have got any of the old stuff at that stage.

However I do have to import into a separate project and Migrate into my main project since I have a different folder structure in my main project. I checked out all files under Chameleon/ in source control (Perforce) then used Migrate to overwrite them. Possible there’s something hanging around from the older version but I would have thought all the references would have been updated as well?

Might be some sort of struct weirdness, as they are pretty flaky at times… All is working fine for me now after replacing the missing default T_White in both the structs.

If you look at my post (https://forums.unrealengine.com/unreal-engine/marketplace/47568-chameleon-post-process?p=1485087#post1485087) you should be able to fix this by adding T_White to the two main structs in the Chameleon/Structures folder. All working fine for me now (I upgraded from 4.17.2 to 4.19).

I think there’s some kind of bug in the latest versions of the engine causing confusion on structs. I’m saying this because this is a 10th update of the Chameleon and also this is the first time experiencing this type of behavior. Still working on it to understand the real problem here. Thankfully, however, as you mentioned there is a workaround by simply replacing the missing textures with T_White on both structs.

As an addition to Rob McLachlan’s answer, please also update to the latest version of the Chameleon by the Launcher and after that, add the new files to the project.

I checked AdvancedEffectFeatures and AdvancedEffectFeaturesNoCustomDepth. Both have T_White.
BTW, I updated Chameleon from Epic Launcher and replaced the BP and now it works fine.
Thanks.

In case of you fellow devs interested, I have just published the Chameleon Post Process 10.0 | Effects Showcase video.

Hi, I try to do a simple actor with the minimal code, but dont work

wath I am missing?

Hi,

Chameleon is not a simple post-processing material library. Its materials were designed to work with the provided blueprint. You can still make those materials to work standalone but most likely you would need to modify the parameter(s) as well.