- Unreal Engine
mm_ash wrote:Hi Ricardo!
Thank you for quick response! Looking forward to get this feature as it can save a lot of performance.
For now I did script, which observes values of all post-effects and on some threshold disable them.
I also found a problem with UFPS. As far as you use sphere collider to detect in what volume now we are it cause problems for UFPS, because it collides with that sphere. Maybe it have sence to use just Physics.SphereCast?
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