How can I set bounds for my player's post process volume?

I added a post process volume to my player’s blueprint (not using the camera) and my issue is that I don’t want the post process to be unbound but when I check off unbound it doesn’t work at all. How do I set bounds for my PP volume?

What sort of effect are you trying to achieve? First or third person?

I just don’t want the post process to extend to the whole world. I want it to have some sort of radius. Third Person

I think if you add a collision volume to the player, you can use it to parent the PP and do something like this

That is what I have tried and according to the engine tooltip it should work. Although I don’t get the parent bound one when I check it still nothing works


^ Parent bound logic

^Unbound logic

^Here I am trying to apply the unbound logic.

Oh nvm I see the problem I don’t think what im trying to achieve is possible, what i wanted was to make the post process not expand to the whole world even when you are inside of it. Like this:

You can do this, but you need to code the PP accordingly :slight_smile:

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YES THIS IS IT! One question

Are these constants?:

0,0,0 is the center of the mask. You can use ‘object position’.

The other is the size of the mask.

Do you know these nodes are called?

One is a 3 vector node, and the other is just a constant. They have been expanded which may be why you dont recognize them…

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Thanks!

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I have another question does al of that hook up to ‘World Position Offset’? and how are you supposed to setup the scene?

That node network is how you know if you’re inside the PP, or not.

So you have to lerp between PP and no PP, using that network above.

Come back if you get stuck, I’ll knock something together…

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That would be great

I made a localized blue fog, like this

This is it at 0,0,0

I think the player would have to feed their location into that parameter.

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Ok, so I did this but the effect isn’t showing


Did you have to change the settings of the post process volume in the scene

NVM! it works how do I feed the location of the player though?

You need to have the PP in the player. And make a dynamic material instance and use that on the PP. Then you can change the parameter ( location ) with the player’s location, and the PP will always follow the player :slight_smile:

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