Chameleon Post Process

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.

Hi, about my previous problem, I think the problem only occurs in the demo hall (So, it solved now).
I’ve another question regarding the sketch effect. Can we change the sketch effect behavior, instead only shows on the edge of the object, it shows on all surfaces?
But the effect would depend on the light intensity that touches the surfaces. More like in the attached images.
It would be great if this plugin manages to do that with a little tweak.

Capture.PNG.jpg

It would require some work to be done but in a Sketch material, replacing red with the green could be a starting point.

If you spawn Chameleon on your level, you can still use it on your Player Character by referencing it. Did you try that? If so, what was the result?

I tested many variations but the effects do not work in Player.
I may not be doing it right, for this if you have some time to show a picture I will be very grateful.

Hello, Is there a way to display effect only to one player? (I will make the game multiplayer so for example I want to blur my enemy player screen with a skill)

Hi, if we talk about the networked multiplayer then what you want is the default behavior of Chameleon unless you set its network replication to True.

Hey there, loving the tool you created! I am having an issue understanding how Chameleon determines where an effect should be positioned. Specifically I was looking at the demo room where you have the “zone” effect. and for the life of me I can’t figure out what is causing the effect to be positioned in that exact location. I deleted everything except the chameleon BP zone and moved the Chameleon “Zone” object, yet the effect still only occurs in its configured position. Any advice? Also have you ever considered setting up a discord where people can share their own recipes, tutorials, and examples? Thanks a bunch!

Hi! I already purchased the plugin but didn’t find such effects in the demo scene.
I really want to know how did you achieve **multipass **in UE, could you explain it or give me some hint?
Thanks a lot!

Hi

Thank you for this very handy FX pack, it’s really easy to implement and delivers great value. One minor suggestion/question - would it be possible to integrate a radial gradient-based blending for FX in the advanced section? There’s a texture-based option, which is quite handy, but does not cover all cases and has a less flexible setup

Thank you in advance for your answer

Hey! I was wondering if you could not include Certain Objects or actors With Post-Processing. I am creating an effect for my game where it looks like you are playing the game inside of an arcade cabinet. I am using Monitor Effects and 2d transform. I am trying to put the Image or 3d model of the cabinet in the black space of the 2d effects.
Thanks!

Hi, Chameleon supports the object including but not exclusion at the moment. For the effect you mentioned, I think you can use the Screen Decals effect on top to create an image layout. Actually, there are a dozen ways in Chameleon to put image overlays on the screen and you can see those ways in multiple effects in the package.

Hi and thanks. Sure, I’ll try to include this in next update.

Love the look of this! Is it possible to render out Distance Fog as a custom render pass? Currently, when I try to add it, nothing shows. Thanks!

Without changing the system deeply, no. Sorry.

Upcoming feature preview: Invert The Custom Depth Masking

Hi there! Thank you for this post-processing package. I am having some trouble implementing the features that i wish to use however. I wish to toggle the blur on or off on entering a trigger volume however if I try to change the blur variable by casting to a custom event that I have created in the chameleon blueprint event graph it has no effect? I have done this plenty of times in the past with other blueprints and not had any problems but for some reason in the chameleon blueprint it just will not let me. If the variable is set to on by default then it will work but it will not let me switch it on or off via a custom event and trigger volumes? Can you advise what would be the best way to go about this, please? Thank you.

Hi,

I couldn’t understand the need fully but as in general you won’t need to alter the Chameleon blueprint for changing its behavior on-the-fly. If you want to enable/change some effect(s) of it within any event in your game, you have to do it remotely by referencing Chameleon from there. If you can share some screens, it would be more clear for me to understand your goal. If you want to go private, you can drop me an email at support@.net

I realize now that I was not casting to the blueprint correctly, but everything is all sorted now! Thank you :slight_smile:

Hi @ , I use your plugin for a while now and I can’t select the actor I want to use in the featurette. I know its custom depth stencil mask has to be the same as the one designed in the chameleon actor but even with that it won’t work (it only works when both are set to 0). Any idea ?
Also, BackgroundDesaturation parameter is not taken in count (0 or 1 means the background completely desatured) : there is a typo in the Chameleon Actor Featurette function : Set Scalar Parameter Value for this parameter is named “Backgrounddesaturationty”, the final -ty is too much.

EDIT : it only works when actor featurette’s parameter is set to 0. Actors custom stencil doesn’t change anything (custom stencils are enabled in my project)
EDIT 2 : CustomDepthHighlight is enabled and can’t be stencil-selective, There is a conflict between both effects. Could you tell me what changes to make to the material so that CustomDepthHighlight can be defined by stencil value ?