Smooth transition of a post process effect

I just made the same setup and it works just fine.

If nothing changes during the timeline, but suddenly changes when it’s over — what do you have hooked to the Finished exec?

And what ClockworkOcean said: if it’s only one parameter, try changing it instead of exposure, will it work?

Hello!
I’m trying to smoothly blend in a post process effect (Gamma from 1.0 to 0.8 over the course of 10 seconds) for the first person camera player. The player is standing in the post process volume (PPV) with Gamma set to 0.8 and blend weight to 0. Then, after a few seconds, I run a blueprint event in which a timeline (in which the value goes from 0 to 1 in 10 seconds) controls the blend weight (see the screenshot). So, over the course of 10 seconds, it should increase the blend weight of the PPV from 0 to 1, effectively changing the gamma from 1.0 to 0.8. However, this doesn’t happen for some reason. What happens is that nothing changes during the 10 seconds, and after the 10 seconds, the gamma suddenly changes in an instant. I don’t know if I’m doing something wrong or if this is a bug… Can someone help me with this please?
Thank you very much in advance!
Cheers

296104-capture.jpg

I’m not at a machine right now, but what about changing the gamma? Is that not available?

Like this:

P.S. To expose the Gamma pin in [Make Settings], find it in the details and check its respective box.

Thank you for the reply!
The things hooked to the Finished exec have nothing to do with the post processing at all.
And what do you mean by the last thing? I’m not changing the exposure, I’m changing the Gamma - or, rather, I’m changing the blend weight of the post process volume (with Gamma set to 0.8) in which the player is standing in. How else would I be able to change it?

Thank you, I had actually tried this way before but it wasn’t working either. However, I just found out that the sudden blacking out was indeed firing from the “finished” exec. Now I disconnected it, and it just doesn’t do anything. I feel like it’s not reading my PPV correctly and therefore just doesn’t do anything. I only have one PPV in the level so I loaded it like in the screenshot. Yours looks different though, maybe a rookie question, but how do you link it like that? Thanks!

Nevermind, I found the issue. I had Gamma checked on the player camera and set to 1.0, and it always took priority. Unchecked, now it works. Thank you for the suggestions though!

Mine is in the Level BP, so I can just create a direct reference. If you’re making it in another BP, your way should work just fine. Alternatively, you can create a Post Process Variable, make it Public, and set it to be your PPV in the viewport.

I don’t know if anyone else experiences this, but if I use the blend weight to fade in or out a Post Process effect, I get a pop and the tail ends. Is that maybe because I’m using a sphere mask on my PP?