Post-Process Material Blendable Location - Rendering HDRColor/Param2D PostProcess before Bloom or Tonemapper for Pre-Rendered Background Images?

I have successfully created a fixed camera angle trigger volume and a material that I apply to the camera that displays the pre-rendered background with custom stencil support (for 3d meshes like the player/character and particles).

My post-process material basically emulates pre-rendered backgrounds from old PS1 games like classic Resident Evil, Parasite Eve, and Final Fantasy.

There’s one big issue, however, I can’t create a “main” post-process volume in my scene and adjust the whole scene like saturation, bloom, contrast, or use another post-process material to overlay on top of everything els,e like a “CRT shader” or a “PS1 pixelated” post-process.

When I try to adjust the post-process volume in the scene, it only affects the 3d meshes and everything in the scene, except for the pre-rendered background. The background stays the same.
See example below:

I understand this could have to do with the Blendable Location (I’m using Unreal Engine 5.4). Before Tonemapping and Before Transparency is gone in 5.4, but it’s similar to “Before Bloom” or “After DOF” blendable location, but when I try those, the background is black, and I can’t seem to get the background to show properly, no matter what. I’m already confused enough as is by this complex post-process material.
See example below (in camera preview on bottom right):

Here’s my material graph (using After Tonemapping Blendable Location (default)):

How the heck do I fix or solve this? I have been trying to troubleshoot this with no success. I even tried ChatGPT to help me with this, and even AI is stumped. I even tried to contact the developers of the game “Ground Zero” which is a UE5 indie game that uses pre-rendered backgrounds and lighting effects (looks awesome btw).

I would greatly appreciate any help or insight or tips on how to work around this issue! Thank you for your time.

Alright, the madness ends here! I solved this issue. After going crazy trying to figure out how the heck this is not working. I decided to recreate the scene, fixed camera, and copy the exact same post-process material into Unreal Engine 5.3 which has both blendable locations, Before Tonemapping and Before Transparency.

So I pop in a post-process volume in my scene, any, oh my god, the grayscale was affecting the background. Now, while I can’t downgrade to UE5.3 since my game project is already so far with many C++ code that can’t regress to 5.3. I’m using 5.4, and many code API have changed, including syntax.

So I decided…hmm…what if I convert the test project to 5.4 (open a copy)? Well guess what it worked and I noticed that it did automatically changed the blendable location to Scene Color After DOF. Which made me go insane, because I tried that on my main project and that didn’t work and only displayed a black background. So I had to compare one by one to see if anything else was different.

Well, well, well…

It turns out for god knows what reason, under Advanced in Post Process Material properties, “Enable Stencil Test” was checked and had Stencil Compare of “Less Than”. So, of course, the background would not show. In the test 5.4 converted project, that was unchecked. So unchecking that fixed the issue. Now I can see the background with Blendable location: Scene Color After DOF (without needing to change my material graph logic), and it will also be affected by other post-process materials.

Wow, such a simple issue but I’m glad this is solved. I was going crazy at this point. That’s game development for ya, lol.