Scaling Level Sequence Track Across Levels

Hello,

So, ChatGPT has been a Godsend, but I think I need a human this time:

I’m trying to create a lighting effect (lightning flashes) that are consistent from level to level. However, not all levels use the same Post Process Exposures. Some levels are darker than others, so the Level Sequence that is controlling the effect needs to be consistent.

Any thoughts on how I can properly scale the effect from Blueprints?

If the lightning is a niagara effect, try ignoring the post processing via material: How to keep Niagara unaffected by post-processing effects? - #3 by Papaspooky

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ARODI!

To be clear, it’s not the lightning that I was trying to scale, it was the flash that it creates I needed to scale. So, the screen needs to brighten and dim.

I came up with a solution, but I know there’s a more elegant way. I’m just not going to waste any more time on it, because it really is not a HUGE thing.

I just try to be as efficient as possible.

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Ye better focus on other more important gameplay mechanics :smile:

Otherwise you could use an array of brightness values(manually) for each level map but that the tedious workaround. Or maybe creating a dynamic formula for the brightness using input such as exposure, light intensity etc…

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