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.)
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.
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.
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.