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Set Post Process Setting

Set one post process setting AND ITS OVERRIDE BIT. Writing the value alone is legal, reads back correctly and renders exactly as before, which is the commonest post process mistake in Unreal. Both are written and both are verified.

hf_set_post_process_settingWrite

Arguments

NameTypeDescription
settingreqstringName of the setting, as it appears in FPostProcessSettings: BloomIntensity, AutoExposureBias, MotionBlurAmount. An unknown name is refused with the nearest real ones.
valuereqstringThe value, as text, in the same form the details panel shows: a number, true/false, or a struct like (R=1,G=0,B=0,A=1).
volumereqstringLabel of a post process volume in the open level.
forceboolean
= false
Edit even when the asset cannot currently be saved - for example when revision control is configured but disconnected. The change will be made in memory and WILL BE LOST unless the underlying problem is fixed before saving. Only pass this if you intend to discard the work or fix the connection first.
overridebooleanDefaults to TRUE, which is almost always what is wanted. Pass false to write the value and LEAVE THE SETTING IGNORED, which is a real thing to want and almost never what somebody means.

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