Mitigate Abrupt Changes From Adjacent Post Process Volumes As Camera Orbits Player

Hello!

I have this issue where, if the Third Person Character’s camera stays relatively in the same position (behind her/him), the blend between Post Process Volumes is smooth, but if I orbit the camera near the edge of the boundaries, there is an immediate change in effect.

This is clearly because the character is in one volume and the camera is in another.

Is there a setting that locks the camera’s Post Process settings to the location of the character and not the camera itself?

It’s jarring to move/orbit the camera, and have the color grading change back and forth while the character stands still.

(PS: I CAN create code to do this, but Unreal often has switches that can take care of many issues.)

BUMP

Typically you set the Camera’s PP to global and use volume overlaps to toggle/change camera PP effects settings.

Don’t base the FX on where the character is, but where the camera is.

Thanks for the response, but what you’re suggesting is the opposite of what I want.

If the camera can pass through volumes while the character stays still, that’s an issue. I’m not sure you fully comprehend what I’m saying.

I WANT to attach the post process effect to the player location.

Then reverse the overlap scenario.

Character overlaps a volume, change the cameras PP. Jus make sure the cameras post processing is set to global.

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I had no idea that was possible. I’ll try it!

Thank you.

Okay, I understand what you are saying, but could you provide screenshots showing me what settings to alter?

There’s too much to look through without knowing for certain.

Create an actor with a Scene (root), and a Box collision.
Set the collision to custom, only overlap the capsule component of the character.
Create a PP Settings variable. Set it to instance editable.

On begin overlap: Cast to your character class and Call a custom event on it. Pass the actors PP settings.

In the character class create a custom event. “Update Camera PP”.
Add an input of Post Process Settings type.

Drag a reference to your camera, right click → Set Post Process Settings.


Now drop this actor in the level and configure the PP Settings. You can scale the box collision by selecting it directly in the details panel. Scale to fit the area you want.

When your “Character” overlaps the collision it’ll pass the actors “specific” PP settings to your Pawn, which will update the cameras settings.


Suggest you create a “Default” PP Settings var on your pawn so you can easily “Reset”.

You’ll also may need to create a “custom collision object type” via project settings → Collision. I recommend doing so if you haven’t already.

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Clear, concise.

I appreciate your time and help!

Just to be clear you can reuse the same actor multiple times in a single level. Each instance is independent of the other. Just make sure you adjust each actors PP settings.
:+1:

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