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Old 02-26-2013, 09:30 PM
Sven71 Sven71 is offline
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Default Influencing Mat Instance Parameters via Matinee

I tried to trigger a typical underwater distortion using a post processing material that includes a scalar parameter. I somehow fail switching it on via a dynamic trigger volume using matinee.

- the material itself works (viewport check)
- the material instance works too (instance check)
- the matinee preview, however, fails. When I move the time knob nothing happens. Checking that variable "trick" (= writing the parameter name in minor letters and see if capitalizing becomes corrected) tells me that the variable can be read off the material.

Any ideas about where I screw it up?



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Old 03-01-2013, 02:19 PM
Sven71 Sven71 is offline
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Default update

Well, on the current UDK version the same world post process chain with material effect works smoothly. Either parameter switching via matinee appears to be locked or bugged in RO2 SDK.

TWI staff, any confirmation on this?
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Old 03-01-2013, 07:57 PM
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Twrecks Twrecks is offline
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Are you using Kismet to affect the change? Also it may be possible by making the object a destructible and just giving it enough damage to switch to the same mesh with a different material... I mean if it's just for a movie, how you do it isn't important. If you are talking in game, then a post processor volume will do the trick.
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Old 03-02-2013, 02:23 AM
danh danh is online now
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I believe post process effects have to be enabled through an ini.


Quote:
In order to see the effects of the new MaterialEffect on the post process chain and the scene, the PostProcessChain the MaterialEffect is being added to must be set as the default post process. This is done in the DefaultEngine.ini using the DefaultPostProcessName property.

[Engine.Engine]
DefaultPostProcessName=EngineMaterials.DefaultScen ePostProcess

[UnrealEd.UnrealEdEngine]
DefaultPostProcessName=EngineMaterials.DefaultScen ePostProcess
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