We ran into this issue as well, and it turns out that it’s due to a change in PostProcessComponent.h - previously it only checked the “bEnabled” flag, now it also checks SceneComponent()->ShouldRender(). ShouldRender() returns false when the post process component is attached to something that’s not visible - say, a player controller.
Our solution was to modify the engine to remove this change (in PostProcessComponent.cpp):
- Ret.bIsEnabled = bEnabled != 0;
+ Ret.bIsEnabled = bEnabled != 0 && ShouldRender();
E.g. back to:
Ret.bIsEnabled = bEnabled != 0;