How do I add and Modify a PostProcessBlendable?

I’m trying to add a blendable material to my Player Controllers’ Camera, so that when the player takes damage I can affect the material instance and have it update.

However, I don’t seem to be able to actually add the Dynamic Material Instance (or any material, for that matter) to the Camera’s list of Blendables. Using a Material Parameter Collection is no-good for me in this case.



void ABZGame_PlayerController::PostInitializeComponents()
{
	Super::PostInitializeComponents();

	if (DamageBlendable)
	{
		DamageDIM = UMaterialInstanceDynamic::Create(DamageBlendable, this);
		if (DamageDIM)
		{
			GetViewCamera()->PostProcessSettings.Blendables.AddUnique(DamageDIM);
		}
	}
}

void ABZGame_PlayerController::Tick(float DeltaSeconds)
{
	Super::Tick(DeltaSeconds);

	// @TODO - Rude Hax -  fixme!
	if (GetCamSpringArm()->GetAttachmentRootActor() != GetPawn())
	{
		AttachCameraToPawn(GetPawn());
	}

	if (bIsSimulatingDamage && AllowDamageSimulation && DamageDIM)
	{
		DamageFadeTime = FMath::FInterpConstantTo(DamageFadeTime, 0.f, DeltaSeconds, DamageFadeSpeed);
                DamageDIM->SetScalarParameterValue(TEXT("DamageValue"), DamageFadeTime);

		GEngine->AddOnScreenDebugMessage(-1, DeltaSeconds, FColor::Green, FString::Printf(TEXT("%f"), DamageFadeTime));

		if (DamageFadeTime <= 0.f)
		{
			bIsSimulatingDamage = false;
			DamageFadeTime = 0.f;
		}
	}
}


EDIT: Nevermind, the code works, I was just modifying the wrong scalar parameter name (of course). I’ll leave this here so anybody else searching for a way to do this can see it here.