Sunday, 27 January 2013

Dynamic Post Process Volume?

All I need to do is to raise the water in a pool and fake underwater effects using a dynamic PP volume.
It should be an easy task but... There's always a "but"...

I've created a new class extending the default post process volume class:
Code:

class PostProcessVolumeDynamic extends PostProcessVolume
showcategories(Attachment);

defaultproperties
{
        Physics=PHYS_Interpolating
        bStatic=false
}

I attached the volume on a dynamicfluid surface actor animated using Matinee. The new PP volume seems to be moving in the editor just fine without warning popping up or anything like that. Yet, in game the PP effect remains in its original location. Any ideas on this one? Thanks!

Dynamic Post Process Volume?

No comments:

Post a Comment