Post Process Settings

Hello! I’m trying to change the Post Process settings Exposure Compensation / Gamma in real time using user values fetched from storage and applying it. But it always applies the settings defined in Editor.

In the image, the variable Gamma has the user value. What am I doing wrong?

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Try using a ‘get settings’ node, followed by a 'set members in ', then the ‘set settings’ node with your parameter.

If you meant the node with error when you said ‘get settings’ node, it requires a camera component. I need to change settings of the level Post Process Volume and that is the only node that shows in ‘Get Settings’ if I right click on the graph. Is there any other node that I can use?

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From here

‘get settings’, then the rest ( sorry not at a machine rn so can’t do a pic ).

Thank you. I did that. Here is a screen shot. But the gamma still doesnt change. Do I have to change any settings in Editor so that the user value overrides the value in Editor?

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Ok, I see it, you’re getting the PP volume mixed up with the PP that’s already on the camera. It’s one or the other :slight_smile:

Either

1 Get PP settings from camera → set members → set settings

2 Or same with the PP volume

Sorry I’m a complete noob at this. Isn’t the PP Volume that I’ve been trying to change the Exposure Compensation of? I haven’t been including camera component in this. So I did PP from Persistent Level → Get Settings → Set Members → Set Settings

And the Gamma variable returns desired float value that I checked as Print String. So I did the one with PP Volume that you suggested but somehow it doesn’t override the values.

Where this coming from?

the set members node should have your new value in the exposure field. At the moment, you’re putting the old one back in again, I think.

It is fetched from storage from a Game Slot with user set values and I am using different values each time. Here it is:

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Ok! :slight_smile: That should do it.

There is a PP on the player camera as well as a possible PP volume in the level, depending on how you’ve set things up.

They can conflict.

Okay. So I created the PP in Level and set the PP in Infinite Unbound and unchecked all the exposure settings. Then I created a camera component and set it in the PP area, even though it is infinite. Then I unchecked the camera exposure settings too. They shouldn’t conflict right?


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I’m talking about the player camera, not a camera in the level.

Do you have a player? What is your setup?

Yes, I do have a Player Camera but I haven’t touched it yet and neither have I changed any of its settings.

It looks like this. The other camera is what I’m working on for now.

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Ok, so you have to set the priority of each PP. I’m not sure if you can set priority on the player camera ( doing this from memory ).

Anyway, you can just set the same PP setting on all of them.

Just unticking things does nothing, you have to actually set your requirements.

This is setting it for the level PP

The priority is in the details

On the player camera

There is no priority setting here.

Thanks for the explanation. I already did the PP Volume part and set the priority to 1. But how did you get the First Person Camera node in the graph? Do I have to open the Player Blueprint to get that as the first person camera for me is attached to the character mesh as you saw before in my previous image.

I did this and it didn’t work

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The example I showed used the first person graph, but you can grab the camera like you have also, no problem.

I notice that you set setting members, and the setting the PP volume, but with the character camera, you’ve set members, but not finished the process? ( You need to write that update back with a ‘set settings’ node there also ).

Here. But no change in exposure

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During gameplay?