Post Process & Lightmass

Hi,

I did a grayscale post-process effect (which uses SceneColor as input) and disabled all lightning source in order to get a completely dark scene. But it seems that static lighting generated by lightmass is still there and I can’t seem to find a way to remove it.

I know that I can check Force No Precomputed Lightning but I need it in runtime.

Basically, what I’m trying to achieve is to have two render mode : one human-like (basic UE4 camera, using both static and dynamic lightning) and another one which render only dynamic lights. With the ability to switch between them at runtime.

Is there a way to ignore lightmap in a post-process effect ?

There is a ‘show globalillumination’ show flag which can be used to disable lightmap contribution. There’s no way to set show flags directly from blueprint but if you can issue a console command you can do it yourself.

Thanks for your answer.

If I understood what you said, I need to open the console prompt and change the flag manually by entering the correct command ? Unfortunately, that’s not what I need.

In fact, I don’t need this for debugging or testing purposes but for gameplay purpose. Player must be able to switch between those two renders mode (traveling back and forth from a monster POV and a human POV). So i fear that opening the console prompt and typing the right cmd isn’t the right choice to do. Unless there is a way to submit command to the console directly by code.

I hoped that there is a way to not use lightmap inside post process.

Hi Ambrosios -

Yes you can use an Execute Console Command node in Blueprints to call this show flag and again to reverse it.

Thank You

Eric Ketchum

Thanks a lot,it works wonderfully !