SceneCaptureCube not showing custom PostProcess effect

I have a custom post process material to output depth as colour, that replaces the tonemapper. I attach the material as a blendable in the global (unbound) post process volume. In the editor I can see the effect being applied, so that’s good.

SceneCaptureCube actors seem to ignore the effects, and they don’t seem to have a setting to allow any custom effects/blendables. They have lots of checkboxes for the post-process pipeline, but that results in just altering the color output.

How can I make the SceneCaptureCube to work as intended?
Even more advanced question… How can I have two scene capture cubes at the same time, using different post-process materials?

Thanks.

Ok, found my solution, I hope it helps others…
(If my solution produces bad sideffects, I’ll update here)

I went to the source code, and I duplicated the functionality of SceneCaptureComponent2D with regards to PostProcessSettings, PostProcessBlendWeight and CaptureSource: I added the member variables in SceneCaptureComponentCube, added the Serialize() override and made the appropriate changes to

void FScene::UpdateSceneCaptureContents(USceneCaptureComponentCube* CaptureComponent)

to use all 3 variables, in the same way they are used in

void FScene::UpdateSceneCaptureContents(USceneCaptureComponent2D* CaptureComponent)

Using MSVS 2015 I got an internal error near the enqueue command, so I just added duplicated pretty much the whole function, checking the value of bUseSceneColorTexture and setting it as a static const bool in the bodies of the if/else blocks.

Hey BabisK,

Thanks for the information above, I’ve made all the changes in a plugin version of the USceneCaptureComponentCube. Before I make the engine change to FScene and build a custom version of the engine I’m interested to see how you got on. Did it work for you?

Thanks!

Are you done, can you give me some guidance

Are you done, can you give me some guidance?