Sorry, I don't understand the reason to put this post process logic into Players BP. If I have several player characters I need to copy this logic again and again? Is it more actual to make this logic in level BP?
@@KharmaGuess yes certainly. It doesn’t have to be in the players, I just did it there for an example. You could make them global functions and macros as well if you like to be accessed anywhere. Also it depends on how you want to use it, for a single player game where the character controls most you can do it like this but for larger games with levels also having an impact it wouldn’t be the best.
Well it depends though because your several different characters may have different post processes. I haven’t watched the whole video yet but what some may want to do is put the main logic on their base character so child’s of base character can adjust the post process for each child character appropriately. So say if I have a rogue like character that has infrared it will be shown appropriately but maybe a mage character has a dark vision like post process.
Great video! How can i achieve the same thing by using post process material? i cant get it work. Would appreciate a detailed instruction or screenshot. Thank you!!
Thanks! I'm guessing it can be done using material parameter collections. Use them in the post process material itself to control the weight/opacity (not quite sure how the blend weight is actually controlled IN material but you can look it up). Then in blueprints you can easily change that material parameter value. Hope this helps :D
Hi, I'm having a weird issue where if I click on the right mouse button while I'm in the first post process volume it will activate again. Is there a way I can set it to only activate once I'm out of the first post process?
Sorry, I don't understand the reason to put this post process logic into Players BP. If I have several player characters I need to copy this logic again and again? Is it more actual to make this logic in level BP?
@@KharmaGuess yes certainly. It doesn’t have to be in the players, I just did it there for an example. You could make them global functions and macros as well if you like to be accessed anywhere. Also it depends on how you want to use it, for a single player game where the character controls most you can do it like this but for larger games with levels also having an impact it wouldn’t be the best.
Well it depends though because your several different characters may have different post processes. I haven’t watched the whole video yet but what some may want to do is put the main logic on their base character so child’s of base character can adjust the post process for each child character appropriately. So say if I have a rogue like character that has infrared it will be shown appropriately but maybe a mage character has a dark vision like post process.
Great video! How can i achieve the same thing by using post process material? i cant get it work. Would appreciate a detailed instruction or screenshot. Thank you!!
Thanks! I'm guessing it can be done using material parameter collections. Use them in the post process material itself to control the weight/opacity (not quite sure how the blend weight is actually controlled IN material but you can look it up). Then in blueprints you can easily change that material parameter value. Hope this helps :D
Can you make a tutorial on human shield like in BO6
I will add it to my to make list. If I can find the correct animations for it then I can give it a try.
Hi, I'm having a weird issue where if I click on the right mouse button while I'm in the first post process volume it will activate again. Is there a way I can set it to only activate once I'm out of the first post process?
You can check the blend weight of the first one and only change it based on it.
Hello!, do you got discord?
Not now but I am planning to make one for the channel soon.
@@UE5Poseidon and you got a private discord?