PP to keep affecting scene, but not 3D Widget Actor?

Looking for a little guidence on some Post process and BP features I am trying to put together.

Got a post process attached to my Player, that uses Custom depth to highlight objects, to mimic a thermal camera(Material1) and to desaturate the scene(Material2), also thrown some grain in for good messure.

But I am running into an issue with my 3D widget (VR Project) when it pops up, I need the widget to be in full colour and not be affected by the destauration, grain or Custom depth highlight.
So when the player sees the highlighted object and interacts, causing the widget Bp to pop up, I need the Desaturation and stuff to keep affecting the scene, but not the widget, which needs to be in colour.

I durrently have it set up to have the Blendweight of the PP to go to 0 when the pop up widget appeatrs, but naturally, this gets rid of the destauration and stuff, which is not ideal :frowning:

I am sure I am probably missing something simple, but just throwning it out there to see if anyone has an ideas

Any advice would be greatly appeciated

I guess there is only the way of building a mask inside your postprocess with custom depth to let the screenpostion of the widget untouched from your post process.

This is how this works:

This is a copy-paste material from UE version 4.21: [Download PostProcess][2]

You’ll need to activate “render custom depth pass” in the Object you want to have masked out. Maybe you’ll also need to activate custom depth in the Project settings.

I substract the scene depth from the custom depth, because otherwise you would get that mask through walls.

This is the way I know. But maybe you find a crazy way to project a 2D widget onto the 3D widget :smiley:

Thanks man, I will give this a bash and see what happens. Felt like I was just running into a brick wall all of yesterday :stuck_out_tongue: