The impact of 2 or more post process volumes on locations

I have a question about using two or more ppvs in a scene. their effects (ao intensity and exposure compensation) should work exactly on the area where they are located and you can see what is inside. About my scene: I used 4 suns to evenly light the entire location (cast shadows are disabled). So even the darkest parts are filled with light. My second task is to change the radius and intensity of the AO of the background objects (the garbage in the garbage container should not darken as much as the pillars in the background)


This will help me a lot, because the usual method of light placement is not very suitable for me

Hi Riddiros,

I don’t completely understand what you’re after, but I wanted to mention 2 things.

It is possible to enable ‘Infinite Extent (Unbound)’ on a post process volume to have it affect the entire level. (And then you could step into other volumes to have it overridden)

For just having Volumes within Volumes, you can set the ‘Priority’ - Check out the Post Processing map in the Content Examples Sample project for demonstrations.

Welcome to the Forums.

Hi, I downloaded that package, it was interesting to learn a lot of new things, but it seems that I understood that the way I want the game engine cannot do. So I need to find some other way to make the room specifically darker, maybe by using volumetric fog or something else…

Glad to hear you found Content Examples interesting!

To darken things, look into the ‘Exposure’ settings of the post process volumes. Unreal uses ‘eye adaptation’ by default. (If you go from inside to outside exposure shifts) - You could either manually adjust exposure or change eye adaptation values to make it overall darker.

Cheers