Hello UE community!
I am attempting to make a “hall of mirrors” or “smearing” effect (examples below) using post processing nodes. This involves getting the previous frame, and drawing pixels of the previous frame over the area where frames are not recycled. Ideally, this would not involve custom nodes, due to performance already not being too great on my end with post processing, but as long as it works, it works. Doing some very surface level “research” (looking up how to do this,) I found a reddit post about using two render targets and switching between them every frame using a blueprint. Again, not using scene capture components would be ideal, because of the lack of depth, motion, etc buffers (that I know of), and the inability to use it in the node editor preview (that I know of). All help is appreciated!
Ok, so quick update:
I just learned what a backbuffer is. I found some posts using the custom node to get the buffer, (post 2) but for me it returns with a blank screen. I think I’m missing some inputs, but I can’t tell what, as this is my first time interacting with HLSL.
Update 2:
I have no idea how to get the backbuffer. I’ve installed a few plugins but to no avail. I’ve emailed a youtuber I’ve seen who used 1 frame delays in their shaders, and they responded by saying they used this plugin. They also said that they read somewhere unreal engine 5.5 allowed access to the backbuffer, but I haven’t found any way to do this. The plugin whenever used states that the version is invalid, no matter what version I download. Once again, any info on this is very, very highly appreciated.
bump
Niagara can interface with the buffer and can save to a render target without using a scene capture. Maybe that would work.
Sorry for the late reply, thanks so much!! I’m trying this right now.