PostProcessVolume Material Changing

Hello. I’m trying to make an outline for a more complex mesh with a PostProcessVolume, however I cannot find a single way to change the colour of the material within its Post Process Materials array.

I have created a Dynamic Material Instance within the BP of the object I want highlighting (a keycard slot), but I can’t change its colour parameter inside of the PostProcessVolume object by using this blueprint. So far I have tried this, but most connections don’t work:

I am using Unreal Engine 5.5.4. Any help is much appreciated. Thank you.

I thought I had a solution, but I realized that the PPVolume doesn’t allow one to expose its material array.

See blow instead; you can dynamically change the material separately, then just assign it to the PPVolume after each modification.

Assigning a Dynamic Material Instance to a Post Process Volume, as Post Process Material - Programming & Scripting / Blueprint - Epic Developer Community Forums

I’ve had a look at the post and followed the blueprints as far as this:

But still, I can’t connect the nodes. It would be great to see how they are laid out in either the 3D space or in a working BP since I think that could be a problem as I’ve not really used post processing in UE5 before.

Unless you think there’s a better way to do it with Overlay Materials? I did try it in a simple way but the effect didn’t work properly.

I made a quick pixelation PP material to demonstrate the idea; I believe it should translate to any PPV type, though.

The key takeaways are ScalarParam

…references (hard, casting, BP Interface, or whatever)

…using the exact parameter name

…changing the weight and unhiding the material pin

…and addressing the ‘Unbound’ PPV effect as needed

Final result:

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This did the trick! Thank you so much.

You’re welcome.