PostProcessVolume in packaged game not working but works in PIE

Hay all

I have a post process volume in my test map that is set as unbound.
At a point in the game the reactor core breaches and i add some chromatic aberration, and a colour temperature.

This works great in game as intended when I use PIE, but in standalone or a fully cooked windows package, it just plain doesnt work.

Also i wanted to create that nuclear type well over exposed bright setting when a nuke goes off. So i tried lowering the shutter speed and/or raised the ISO settings, which work if i modify them in the volume itself, but not during runtime. Is this normal? Can it not be altered during runtime?

Post processing is an area I am currently learning so im new to runtime modifications, but have a little grasp on modifying the postprocessvolume during editor which works as intended.

Any input would be appreciated.

Side note: Can I set the settings inside of the actor in editor then turn the volume off/on?

Thanks

Stewart

PIE:

https://youtu.be/DkpJB0yu5RY

Standalone

https://youtu.be/-dCpk30ODX0

As you can see very different! BTW i used the standalone as an example, i know the shaders are compiling still, this happens on cooked package also!

Well it seems alot of trawling google and more didnt quite get my answer, but!

For some reason the PP settings on my player camera were overriding the PPV i was using in the level. But not in PIE? weird.

Even tho PP settings on my players camera, nothing is enabled, so why does it override?
Is there somewhere im missing to disable the PP on the camera?

Anyway to fix my issue i used the PP on the camera to change my visuals and voila working!

If anyone can cast a light on how to set the PP on the camera to a lower priority or disable it from overriding i would appreciate it!

Thanks anyways!

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