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    Something I've been wondering too (unrelated to the above) is whether there's any control over the order effects are applied in?

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      Originally posted by triff View Post
      Hey SumFX,

      I'm having some issues selectively applying anamorphic flares to scene objects. I have the stencil buffer enabled in proj settings and can get the object to highlight using the Custom Depth Highlighter as a test, but the flares are being clipped by the depth buffer. So what I want to do is apply flares *after* the buffer rather than have the buffer clip them off.

      This is a transparent particle system, but I have Allow Custom Depth Writes enabled in the material and I can see that they're affecting the particles within the buffer - just not outside of it which is what I want.

      Thanks,
      triff
      Hi,

      Stencil masking currently works as a final clipper of an effect. What you are up to is in development for a while but no ETA yet.
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        Originally posted by triff View Post
        Something I've been wondering too (unrelated to the above) is whether there's any control over the order effects are applied in?
        Yes, there is and it's called Effect Priority.

        Click image for larger version

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          Originally posted by SumFX View Post

          Yes, there is and it's called Effect Priority.
          Great, thanks a lot - somehow missed that one

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            For those of you still getting borders despite clean installs, I mention that it is not compatible with Vulkan (for me) as of 8/13/2018.

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              Originally posted by Yuji Saeki View Post
              For those of you still getting borders despite clean installs, I mention that it is not compatible with Vulkan (for me) as of 8/13/2018.
              Which borders? Can you share some screen(s) with us? Also, hardware and platform specs would be very helpful for my further inspection.
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                Originally posted by SumFX View Post
                Which borders? Can you share some screen(s) with us? Also, hardware and platform specs would be very helpful for my further inspection.
                Originally posted by gon. View Post
                ...
                The weird brick border thing is this:
                https://answers.unrealengine.com/sto...8+14.44.54.png
                ...
                I've been creating Vulkan-exclusive builds (testing) and only Chameleon materials/BPs do not compile.

                Warning: Failed to compile Material /Game/Chameleon/Materials/M_2DTransform.M_2DTransform for platform SF_VULKAN_SM5, Default Material will be used in game.

                The only errors/warnings I get regarding the materials (each of them, same thing).

                Comment


                  Originally posted by Yuji Saeki View Post



                  I've been creating Vulkan-exclusive builds (testing) and only Chameleon materials/BPs do not compile.

                  Warning: Failed to compile Material /Game/Chameleon/Materials/M_2DTransform.M_2DTransform for platform SF_VULKAN_SM5, Default Material will be used in game.

                  The only errors/warnings I get regarding the materials (each of them, same thing).
                  Hi,

                  After overall looking, it seems like the problematic parts are "MF_DepthOnlyMasking" and "MF_SetBlending" material functions. Most likely somewhere the custom depth mechanism intact. If you are not using custom depth, stencil masking, and effect layer blending, then you can simply bypass these nodes in the material(s). In the meantime, I'll take a deeper look into this.
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                    I'm wondering if the issues referencing the T_White texture are related to this error I get upon loading editor?

                    Code:
                    LogLinker: Can't find file '/Game/Chameleon/Textures/T_White'
                    If I add a T_White texture there, everything seems fine. However, if I try to move it to another folder (via the "Move Here" command in editor), the error comes back. Is it possible that this file location is referenced in a string somewhere that doesn't get updated when you move the location?

                    Comment


                      Originally posted by Ryan Darcey View Post
                      I'm wondering if the issues referencing the T_White texture are related to this error I get upon loading editor?

                      Code:
                      LogLinker: Can't find file '/Game/Chameleon/Textures/T_White'
                      If I add a T_White texture there, everything seems fine. However, if I try to move it to another folder (via the "Move Here" command in editor), the error comes back. Is it possible that this file location is referenced in a string somewhere that doesn't get updated when you move the location?
                      Hi,

                      No. There is no hard-coded asset reference in Chameleon. It sounds like some sort of redirector issue. Could you please try to right-click on "Content" folder and select "Fix Up Redirectors In Folder"?

                      Click image for larger version

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                        Originally posted by SumFX View Post

                        Hi,

                        No. There is no hard-coded asset reference in Chameleon. It sounds like some sort of redirector issue. Could you please try to right-click on "Content" folder and select "Fix Up Redirectors In Folder"?
                        Yeah, I tried that first w/ no luck. Then, when I added the texture in that location and it stopped complaining, i tried moving that texture to a new location and cleaning up redirectors hoping it would cleanup the dangling reference...but no lock again. Oh well. If I'm the only one experiencing this error, then I assume it's some weird issue on my end.

                        Comment


                          Originally posted by Ryan Darcey View Post

                          Yeah, I tried that first w/ no luck. Then, when I added the texture in that location and it stopped complaining, i tried moving that texture to a new location and cleaning up redirectors hoping it would cleanup the dangling reference...but no lock again. Oh well. If I'm the only one experiencing this error, then I assume it's some weird issue on my end.
                          Honestly, I can't see any reason Chameleon can cause this kind of error. All asset linking and referencing is being managed by the engine. Additionally, I've tried to move files around and restarted the editor after each move. Didn't get any error like you mentioned. I'll still be looking into it and will let you know if I got any clue.
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                          Comment


                            Originally posted by SumFX View Post

                            Honestly, I can't see any reason Chameleon can cause this kind of error. All asset linking and referencing is being managed by the engine. Additionally, I've tried to move files around and restarted the editor after each move. Didn't get any error like you mentioned. I'll still be looking into it and will let you know if I got any clue.
                            Agreed. This does seem like an issue on the engine side keeping a dangling reference around. The only thing I could think of was a hard coded reference to an asset location in a Blueprint...but I don't even know if that's possible, so I figured I'd ask just to double check

                            Thanks for the response!

                            Comment


                              When I transferred my project 4.20 it started having this overlay on every chameleon PP I used, How do I get rid of it? I looked everywhere.

                              Comment


                                Originally posted by SpectreKelevra View Post
                                When I transferred my project 4.20 it started having this overlay on every chameleon PP I used, How do I get rid of it? I looked everywhere.
                                Did you also updated the chameleon and reimported it to the project?
                                Last edited by SumFX; 08-28-2018, 05:38 PM.
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