I've also tried making a plane that will slightly blur the things behind it, but none of them worked (I tried 3 different material types, but the only one that worked was a motion blur that doesn't work or look like DOF or gaussian at all), and while UI can blur things, that only seems to work and appear in play mode,…
No matter what I do, I can't get DOF to work with any camera type, any scene, even in the ones I download from Unreal's learning section. I can make the entire screen blurry or the entire screen clear, but absolutely no deviation between a foreground and background, where some things are clear and others are blurred. I…
Later update than I wanted to, but deadlines and rendering were a pain, so I'm posting late in the week. The computer I was able to use had a slightly different version of UE4 and I'm not sure if that's changed anything or not (I tried to look and download the exact version, but it was either this slightly updated one or…
Thanks for replying! Like I said, though, that doesn't work. All of my visuals are max quality, all Epic settings and I've made sure every option is checked for high quality relating specifically to DOF outside those settings. It's not showing up in renders or high quality screenshots, either, so it's definitely not…
I have some more notes: - Why unbound post process volume wouldn't be a correct approach? It just means you apply the post process to the entire scene, and not to a specific area. - Post process does work in the editor , you don't need to hit play. - When you are rendering a video using sequencer or render queue, it…
Hey, thanks for the suggestions! Yes, I've actually looked into those posts specifically, but sadly they didn't help. I don't think the VR issue is the one I'm having, since I did see that a few times and I'm not using any of that, but I did try editing the ini just in case (to no effect). I did comment on that Unreal…