How can I create a blur effect that keeps things sharp in the center, but blurs the outside?

I got the effect to work on it’s own, but I have a question about accessing parameters of a material instance from a blueprint.

I created a post process component on a player character blueprint and I added the radial blur material instance as a blendable to that attached post process component.

Inside my character blueprint construction script, I created a node called, “Create Dynamic Material Instance” and I set the source material to the Radial Blur Material Instance.

In the even graph, I created a button event for the “F” key / “G” key and used “OnPressed” that would “Set Scalar Parameter Value” to the intensity of the radial blur amount 1 or 0.

Unfortunately, This does not work. I set a break point to see if it actually gets into the function and it does. Is there a step I am missing?