Okay i’m not sure if this is entirely a bug or intended behavior. But currently it seems like to get the desired effect there’s a very clunky workaround.
BUG : If you create SceneCaptureComponent2D , and uncheck capture every frame. It completely loses whatever blendables it is assigned. I’m not sure if it has anything to do with blending with previous frames. However , even if you SET the capture every frame to true. When manually set to false , it will suddenly will suddenly lose its blendables ( post process ).
What I intend to do is to capture a one off picture WITH blendables post process. It seems that this is no longer possible.
The workaround that I need would be to remove the texture target before setting the capture every frame to false.
When you are capturing in real time, your captures are constantly updating. Think of it as a movie reel. All your frames are constantly updating creating one long seamless render that is then displayed in your editor. Your calculations for rendering are as follows: Base Pass > Scene Capture > Post Process (Since this is a separate pass and is calculated last, this allows for AA and other such features in PP to be calculated on another pass separate from your base and after all other calculations) > Display back to you. When you take that Scene Capture it takes a caption of that one frame before the Post Processing. This is why high resolution screenshots look so mucky when using AA. That screenshot is calculated on another pass before the post processing takes affect.