As you can see here, I have two areas, an inner damage area, and an outer damage area… When the player enters one of these damage areas I want the post-processing blend weight to be equivalent to their psychic health, and I want it to smoothly transition and not chaotically jump around… I’ve been looking up some loosely related guides and this is the best I could come up with, but it’s not working at all.
I decided to move the post processing effects from the damage zones to an otherwise empty actor which will be spawned automatically and attached to the player… But that hasn’t fixed the original problem, I still can’t get it to work smoothly. The post-processing never activates when the interp speed is higher than 0… And obviously when the speed is 0 it still violently jumps around than smoothly transitioning between values.