Chameleon Post Process

Hey, is it possible to make the LOOK! LUTs fade in and out?
Currently they switch instantly to the LUT effect.
That kills the atmosphere, if you went into a cave and the player recognize this fast switch.

Hi,

can you give me details about ?;

  • Device hardware
  • OS version
  • Unreal Engine version
  • Chameleon version

Hi, currently not but this will change in upcoming update with the possibility of setting its intensity. You can always use LOOK!'s LUT files separately from the Chameleon blueprint if you wish though. They are under “Chameleon/LUTs/” folder. Just create a new “Post Process Volume” in a level and put your desired LUT in its “Color Grading LUT” slot. Then you can use the “Color Grading LUT Intensity” field in the PPV.

Thats a nice help!
Then i wait untli your next update releases.
Is there a date for it?

Not yet. A month away at a minimum.

@
Hello, can you show a simple example of how an effect can be called, for example, when starting Map ?
I tried everything but something didn’t work.

how can i activate the damage effect in my code ?
The things I’m testing aren’t working.

You would want to set the “Screen Damage” variable of Chameleon to “True”. This would enable the Screen Damage effect.

You would want to set the “Screen Fire” variable of Chameleon to “True”. This would enable the Screen Fire effect.

You saw that I do not use trigger, Can you show how some of the effects can be activated by invoking the effect…

I apologize for my poor English.

There you go:

Hi, what you show me in the picture does not work, this will only work if used on the map and selected in the “Default Value” Chameleon which is on the same map.

I found another way that works but I don’t know if it’s very correct, if I put BP Chameleon directly in my Player works.
Can you show how Chameleon can be deactivated for example after 1 second ?
The ways I tested remove my Player as well.

Hi,

Get the Chameleon instance from the Return Value of Add Child Actor Component. Then set its “Enabled” (or any other) property to False. Execute it after your Delay function.

Hello, can I ask for a picture, because it doesn’t work for me and I guess I’m not doing it right.

Hi, currently I’m running the system in UE4.25
Somehow the sketch is not working. But the other effect work just fine.
Can you resolve this issue? Thank you

Hi. I would like to but you should give me more info like; what’s the dev environment, what’s your target platform, details for “not working”, etc…

Also, did you try to create a blank new project then download and import Chameleon to that project? If not, please try and return the outcome.

I can make it but it would take a little time. In the meantime you can check this page: https://.net/docs/chameleon-pos…t-interaction/ It’s a bit outdated since so many versions of the engine have been released and some things have been changed. Yet, fundamentally the same workflow.

Thanks but I tested it and it doesn’t work for me, i am trying to add Chameleon to player.
Chameleon is very good and works well if you use it on the map, i have a problem trying to add it to my player.
It will be very good if you do a short lesson, or photos of how this can be done.
I have not seen any other alternative with such effects.
I apologize for my poor English.

Ok, will try to come up with something useful. I didn’t test it in a scenario like this and not sure even it is achievable though. It has been designed to be spawned on a level as a standalone actor on its own. Why you don’t follow that path? I mean what’s limiting you to spawn Chameleon in your level?

I’m trying to use the Chameleon Damage effect in the Player itself.
If you can come up with a way, I will be very grateful.