Unreal Engine 4.27 Released!

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;
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