Open any project
Create a new Post Process material.
Create this flow of nodes:
WorldPosition->Clamp->Emissive Color (licensee has provided a screenshot)
Add a post process volume, set to unbound.
Under the volume's Blendables/PostProcessMaterials, add a new asset, set the asset reference to the material created above.
The scene will be recoloured with miscoloured texels. (See linked UDN for further details).
How does TextureRenderTarget2D get TArray<uint8> type data?
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-160274 in the post.
38 |
Component | UE - Graphics Features |
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Affects Versions | 5.0.3, 5.1 |
Created | Jul 26, 2022 |
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Updated | Sep 13, 2024 |