Yep, that's exactly what I mean. Above would do as well but it looks a bit artificial as if the sofa is like transparent.
Announcement
Collapse
No announcement yet.
Chameleon Post Process
Collapse
X
-
Originally posted by SumFX View Post[MENTION=22853]BarisT[/MENTION] & [MENTION=43607]rcdarcey[/MENTION] :
I've updated both "Custom Depth Highlighter" and "Custom Depth Highlighter (Clip)" effects with new outline options to meet your both needs. An image is worth a thousand words right? Look below : )
Check out my ★★★★★ UE4 plugin if you want to go fast!- Feedback Event Factory: Perfect for managing sounds, particle systems, force feedback, camera shakes, time dilation, animations & more...all within a single Blueprint!
Comment
-
Originally posted by BarisT View PostSumFX, You are ace!
When is the next update due?
Comment
-
If you can update it before 4.16 is released, that would be wonderful, if possible. Because we usually stick with one engine version and not update to a newer version unless we really have to, because re-compiling everything again is painful.
Therefore, I wouldn't want to upgrade my project to 4.16 just to use new features of 4.16.
Comment
-
Originally posted by BarisT View PostIf you can update it before 4.16 is released, that would be wonderful, if possible. Because we usually stick with one engine version and not update to a newer version unless we really have to, because re-compiling everything again is painful.
Therefore, I wouldn't want to upgrade my project to 4.16 just to use new features of 4.16.
So what you can do about it? I strongly recommend updating your product to latest stable version of the engine (insert backup motto here). If you really can't then create a new project with 4.16, import Chameleon to it and then migrate it to your 4.15 project. I can't guarantee that the second option would be stable solution though.
Comment
-
I have found a problem. The Chameleon volume also acts as a blocking volume when it comes to weapons. For example, if I am using the First Person Template and add a Chameleon volume into my level and unbound it, then that Chameleon volume acts as a blocking volume for the projectiles. They just bounce off an invisible wall. If I go into the volume then the projectiles don't fire correctly and spawn from a different area that isn't at the end of the weapon.
Is there any fix for this?
Comment
-
Originally posted by bigboy2k View PostI have found a problem. The Chameleon volume also acts as a blocking volume when it comes to weapons. For example, if I am using the First Person Template and add a Chameleon volume into my level and unbound it, then that Chameleon volume acts as a blocking volume for the projectiles. They just bounce off an invisible wall. If I go into the volume then the projectiles don't fire correctly and spawn from a different area that isn't at the end of the weapon.
Is there any fix for this?
Comment
-
Originally posted by SumFX View PostThanks for reporting this. It's obviously a collision masking problem but i need look into this deeper to give you an instructions for fixing it and make it ready for Chameleon 7.0.
Comment
-
[MENTION=213]bigboy2k[/MENTION] ;
Here's a quick way to fix that problem. Open Chameleon blueprint from content browser and select Bounding Box component from the Components panel. There's a Collision Presets dropdown in the Details panel. You should change it's option to Trigger. After you do that click Compile and Save buttons in the navigation bar and you are set! This fix is also coming with Chameleon 7.0.
Comment
Comment