Hello, I packaged a game with Chameleon (only the “Chameleon” folder, not “Chameleon Demo” folder), and it works, but I would like to package with only effects that I use if possible (currently it’s 288 MB more with this folder. Is it possible?
Yes. The easiest way, is to just take the material instances you like, and apply them to a PP in your level. Just don’t use the Chameleon BP.
Thank you for your answer, but what is a PP ?
Post process.
I tried to use it with the post process volume, by adding material and differents nodes, but I don’t find how to use Chameleon effects with it.
I watched several tutorials but I didn’t find one using Chameleon and Post process volume at the same time.
Maybe can I have some more help please ?
Chameleon IS a PP effect, that’s how it works
For example, if we want ‘drug’, for instance. I put a PP volume in the level, and assign this material
then I get
Sometimes, you’ll have to look in the chameleon BP, to see what it’s doing to the material instance
But, you can make them standalone in this way.
Mind you, if you’re packaging for a phone, I’d do something like this. But if you’re packaging for desktop, I wouldn’t bother. If you package your game and then take a look in the PAK file, 99% of it will be textures. That’s your main problem, I would say…
Another hint
I used to do this also
Until they invented material parameter collections.
Now you can just put the parameters you want to tweak into MPCs, and do the whole thing with one node!
Tell me if you get it working. You can name a specific effect etc…
I’m sorry, I wasn’t clear. Thank you for giving your time.
Indeed I would like to package the game for pc and mobile, it’s a little game, and I would like to do a professionnal game, so I try to optimize it as best as I can
So first I used directly the actor Chameleon into the scene, and get it to call his effects.
This is working, but to package only effects I use, I understood in your previous message, that I should use engine’s post process volume. So I added it to the scene to call it, but I don’t understand how to manipulate it with Chamelon’s effects.
I mean, which functions should I call ? There is no “Get Post Process Materials” or “Get Rendering Features”

Right. So you can’t use the chameleon BP anymore. You just use the materials it uses, on a PP volume.
Because that’s all chameleon is doing anyway, it’s just more convenient.
I see you’re using the grid effect. So just put a PP volume in the level
Set to infinite
you can load the grid material in the PP details
and put it on the PP
This is what you have
See, grid cell, without Chameleon
If you want to tweak the parameter, one way is to use a dynamic material instance, but then you have the million node problem you saw above.
I found it’s much easier to use material parameter collections. Because then, you can just put the material on the PP ( like I did above ), and then tweak the parameters without having to fiddle with lots of BP code.
So you have to edit ( or edit a copy ) of the grid cell material, and put Material Parameter Collection parameters in. I made one in my collection called grid size
So, in the material, I can replace
like this
Then, in ANY blueprint, I can just say
and
Okay I think we’re almost done!
I created a MaterialParameterCollection, I created some parameters in it. I succeed to set scalar parameters as you showed me, but not vector parameters.
I have an error because it’s a float4. So I tried differents nodes, but no one is working.
Also, I tried to enable just one Material PP effect in the Post Process Volume at one time but I didn’t find how, I can just enable or desable the whole Post Process Volume. How could I access to the array ? (Also I don’t know why but now I can’t add more PP in the array??)
Okay it doesn’t show any error. But for others questions, I create an other post?
I don’t understand why your selection is greyed out here
What are you trying to do?
Not sure how to access individual blend weights. That might be a node fest.
It might be easier to have one PP for each effect.
I created another post process volume and I added all materials I wanted, maybe it was a bug.
I succeded to get all materials after added them to the PPV inside the level, after added them a second time to the settings attribute.
And finally by getting them with this code.
I tried to enable Grid Cell with the weight, but the PP do not works anymore…
Like I say, separate PPs is the way to go
Okay I splitted materials PP in 4 differents Post Process Volume (PPV)
(Glitch is on an other level)
It works only for the Grid Cell PP (except the color, I cannot change it)
I also made working Speed Lines, Alarm, and Glitch effects with Chameleon, but not with PPV.
I have similar blueprint nodes with these effects (Set/Get Scalar Parameter Value), Enable PPV. And I updated materials with the parameters collection.
All PPV have infinite extend and PP materials setted.
What am I forgetting?
For glitch, you need to tweak the material M_GlitchHLSL
You can tell which material it is from the blueprint
Okay I’ve done what you said but this not working I give up, I’ll package with all Chameleon.
Thank you for your time