can you show me how to set up an actor to make the clip highlight and actor Actor Featurette work?
Aye, same here
Just go to any actor you want to be featured and, on its details pannel you will have to enable this options.
both Render customdepth pass and give the stencil value a number. You can leave it at 0 or give it a number such as 1 for example.
As soon as you change this value in your featurette with the number you chose in your actor, you will have that actor āfeaturedā in your scene
Hey I know there is a FOV option on cameras, but would really love a FOV pp shader so I can put it in my material. Thanks for the great asset. Is there a easy way of creating this effect?
Hello, how would i implement the post processing onto a players camera? i want to have the lens distortion effect and im trying to set it as a dynamic material instance but im not sure which parameter to actually edit for its opacity or just how to have the effect being displayed on the whole, thanks! great product btw
Trying to simulate FOV after the screen image is created is not a good idea since you canāt get your view bigger since you are limited to what is already rendered on your screen. Also trying to narrow your view also means zooming in on rendered image which would result in a pixelated picture even from the start.
Why not place a Chameleon blueprint on your level and set the Lens Distortion effect enabled? This would resolve what you are trying to achieve by default, I think.
Hello, I was wondering if you can share this effect you did in your YouTube channel but was not included in the Chameleon pack, thank you! [Unreal Engine Multipass Post Processing #2 - YouTube]
Hello, Im haveing troble with the effects working.All most all of them dont work correctly. I get a redish purple image effect simualtion what the effect is doing but the post effect is not displaying.
Hi, This is most likely about your environment. Did you try this with a blank new project with only the Chameleon package imported? Also, what are your workspace details? UE version, Chameleon version, OS version, etcā¦
Hello,
Iām receiving an error when I open up the demo level. Itās saying I have run out of video memory however I am running on a machine with an RTX A6000 and 48 gb Vram.
I am working out of UE5.0.3. What can I do?
Hi,
There is probably something to do with the engine itself, not Chameleon. There is no mechanism within Chameleon to cause this type of behavior. Is your system up-to-date also in terms of GPU and system drivers? Sorry but nothing else I can think of.
Hello! Thank you for this asset. Do you know how to control the PULSE effect to be able to fire off for just a single instance? I am trying to āstop timeā with the pulse effect, but when I enable it and then disable it after the ability, the pulse picks back up wherever it started. I want the pulse effect to fire like new each button press.
Your help would be greatly appreciated!!
Hi, pulse effect uses the āshader timeā to run looped animation which is isolated from the CPU, yet as far as I understand you want to set its start time by the function which you want to trigger from your BP or C++ code, which means you want to set GPU time by current CPU time. Sure this can be done in multiple ways but all require you to change the current Chameleon worklow both in the Chameleon blueprint as well as the pulse effect material. Basically what you need to do is expose the shader time value as a variable and update this variable to the desired one (0 probably) whenever you want to trigger the effect. And with some more work on the material side like clamping the value to max=1, you can prevent it from running in a loop.
That makes perfect sense! I will attempt this tonight and get back with you either way. Thank you for your help.
Hi, I want to put the pp effects on my character as actorcomponent that works on the camera, not as actor in scene. I see the setup doesnāt quite support that?
Hi,
Yes, the current version of the Chameleon only works as a blueprint actor on your level. However, the upcoming version 14 will support standalone usage of all effects materials without using the Chameleon blueprint. This way youāll be able to use the material of the effect as a blendable material with your own post-process volume. The current ETA for this update is a month.
Hello, feature suggestion: add ability to trigger āPulseā effect instantly.
Currently itās impossible to trigger it at a specific time, when you enable Pulse effect player might see the animation anywhere from 0% to 100% position
Spawning new instance of Chameleon doesnāt help
Great idea! Coming with the next update.
Hey all, quick question, tried to search for this but couldnāt quite find anything:
How would you take a Chameleon actor and āfade inā the effect around the bounding box of the actor? So, if I had an area with the distance fog, it would fade in as you got closer into the bounding box instead of just a binary on/off like it is now.