why is Post process volume not appearing through camera

I cant seem to get bloom to work when playing. Here is what i did.
I made a new project with the third person template.
I added bloom to the level and hit play. I can see the bloom so everything is fine at this point.
I went into Content>ThirdPersonBP>Blueprints and copied and pasted the ThirdPersonCharacter and renamed it myCharacter.
I deleted the ThirdPersonCharacter from the scene.
I went to setting>project setting>maps&modes and changed the default pawn class to myCharacter.
The bloom is still in the scene at this point.
After i hit play, i dont see any bloom. some of the other effects work during play but not bloom. Could someone help me with getting bloom to show during play?

I think the Post Process Volume (PPV) on your character’s camera is overiding the other PPVs… I’d check this first :slight_smile:

Ive messed with the ppv in my myCharacter camera but only some effects show through the camera. Is that the overiding part or is there some other way i can override?

I think the PPV material (Rendering Features > PPV Materials Array) on the active camera (whichever one is active at the moment) overrides everything else…

There are 2 main ways to add post process effect to the world:

  • Add post process to the camera
  • Add post process by the Post Process Volume

In camera case you have to make sure you’re using the same camera in game. Camera could be changed by various reasons, main is - player spawned new instance. To avoid this case just modify the camera settings inside the blueprint. Then even spawned camera will have same post effects.

Second is bound to volume camera currently located in. You could add PP volume in the world and check option - unbound, to make it infinitely large, so camera always will be within it.

PPV has priority setting if you’re using several overlapping ones. Cameras have Post Process Blend Weight, where 0 is PPV 100%, and 1 is 100% camera PP.

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i have ppv already added. effects under image effects like chromatic and vignette works. The only one i cant get to work is bloom.

Make sure your camera have no enabled Bloom setting set to 0. That will override the setting within PPV (same for PPV override if there are many PPVs).

you can also disable the camera post process by setting the blend weight.

232077-capture.png

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My Sequencer Cinematic is using spawned cameras but they’re not using the levels PPV for some reason.

  • Level PPV set to infinite Bounds
  • Camera PPV blend weight set to 0
  • Level PPV blend weight set to 1

Anybody have any clues?

2023 using ue5.2 and this is still a problem that no one knows how to solve. Turning camera pp to 0 does nothing. This is affecting cinecamera actor camera cuts in sequencer, but it is also affecting scene capture 2d. At first I thought it had to do with lighting. All lights are blown out. but the preview of the camera in the bottom right corner shows the camera how it should be, but the camera cuts in sequencers doesn’t use anything. Could this be a lighting/lumen issue and not a PP issue?

Been having the same issue in 5.3.2, most likely a bug because when I rendered out my cinematic the DOF showed up like it was supposed to. In editor it did not show DOF.

thank you 6 years later if you ever see this you fixed my problem, was using GASP and for some reason GASP player camera kept overriding infinite PPV even with all PP attributes in player camera disabled. But hard stopping the blend weight at 0 allows level PPV to take over