Why isn’t it possible to add a post-process component to a Blueprint class that only affects the actor that is the child of the post-process component inside that class? There is probably a simple answer there, but it eludes me. I am also not talking about stencils.
It would be cool to add a post process to a niagra effect that pixelates it and just the niagra effect. Instead, any post-processing gets automatically applied to everything.
Is there maybe a simple solution to add a postprocess to an actor (niagra particle system or anything else) and just that actor? Or even to add a post process inside Niagra itself…
The post processing happens on what is usually more or less the final output of the renderer rather than per object. It’s like a final image filter. Imagine you have photoshop open and you blur the image. Photoshop has no way to know when it blurs, what parts of the image are the object you don’t want to filter.
If you want some very specific per object effects you have to make their material itself different in some way. You should be able to make the niagara effect sprites or whatever objects it’s rendering pixelated while other objects are not pixelated. This way parts of the game can look photorealistic, some parts cartoony, etc… This would be like in photoshop if you draw a person in one layer, blur them, then draw another person in another layer, and don’t blur that layer.
The post process effect will then run on the entire rendered scene to do things like color grading, bloom, etc…