PostProcess in single BP applying to all actors in level?

So I’m trying to apply different postprocess rendering to 2 groups of characters in my level. I would like to have one group (enemies) highlighted in red and and the other (nonenemies) highlighted in green. I’ve set up postprocess materials can can apply one highlight to all characters but can’t seem to apply unique postprocess rendering per actor.

Inside of each character’s BP I’ve added a PostProcess component and added an array element that specifies which postprocess material to use.

image

But they end up using a blend of the 2 colors to highlight every character regardless of the material set.

Any ideas where I’m going wrong?

Hey there @Azuzhoul, welcome to the community! So the post processing component you have now is unfortunately stacking. This is due to there being 2 post processing volumes with this setting:
image

If you’re using stencil buffers then you need only one and you need it to be unbound, and you have to assign different buffer values to the different types of actors.
image

Thanks for the insight! I was able to solve it with stencils and each group using a different custom stencil value.

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