Ue4.11 forward renderer build - bloom issues

using the 4.11 forward render build I`m able to build and run a new project with bloom (simple emissive material)
Save the project
Open back up again and bloom is gone … in the editor as well as in the game …

So - nothing changed in any setting (post processing etc) and still Bloom is not showing.

edit: this also (sometimes) happens on an entire new fresh project (firstperson in this case).

Sunchaser, the “Monitor Editor Performance” checkbox is on by default in the editor. This gives the editor permission to automatically change the scalable quality settings when previewing in editor based on how well your computer is performing at any given moment. This can sometimes result in what appears to be odd behavior because it can automatically turn down the post-processing effect quality without you realizing. I’d recommend double-checking Settings > Engine Scalability Settings to make sure Post Processing is set to a high enough level for bloom to be rendered. You might also want to turn off the “Monitor Editor Performance” checkbox while you’re there so you don’t run into this again.

thanks for chiming in.
I was under the (false) impression that I did not need to have bloom enabled in the project settings and just having it in PostProcessingVolume would be enough.
Off course Post Processing does nothing for the editor material editor etc …
By the way … I think Bloom etc were all automatically turned off when I switched my project from desktop → mobile (I`m devving for oculus)

thanks again

Ah, yes. To see bloom in the material editor it does appear that you must have Project Settings > Rendering > Default Postprocessing Settings > Bloom ticked on. Although, as long as you have a post processing volume with bloom turned on in your level you should always see bloom there even if the project default for bloom is off.