So I made a post process material to cover my camera and add to a post process component and a sphere collision in Blueprint.But now is the question:It isn’t a ‘Hollow‘ option in the post process component but only in the post process volume.So whatever I stay in the edge or inside the smoke ,it just a fog .
Is there any way to use a hollow volume in Blueprint?Or how could I get the location of the object that used the post process material so maybe I can use another sphere mask to figure it out?
Instead of trying to put the PP on the camera, you can still put it in the level, but set the parameters you want from blueprint, via a material parameter collection
So finally I add the PPM to every pawn’camera that enter the sphere collision and use timer to check the distance between center and camera to set the parameter,and use some Maps to make sure I can control every single MaterialDynamicInstance.Maybe it’s not the best way but,it just worked lol
MPC are good because they are something many things can read/write agains, not JUST the material. Hence you can make a material ‘sensitive’ to things it might not otherwise be aware of simply by pushing some numbers around, like the location of the player, updated every frame for grass-bending, or whatever else your situation requires.