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Getting Started

Viktor Pramberg edited this page Sep 15, 2021 · 4 revisions

Make sure you have followed the installation instructions first

Creating a DeviceRGB material

  1. Right click in the Content Browser, and look for the DeviceRGB submenu
  2. Click on the DeviceRGB Material
    • This creates a new normal material, but with the correct properties to be used with DeviceRGB
  3. Rename it with a good name, and then it's ready for use with DeviceRGB; just use it like a normal post process material!

Using the material

Since DeviceRGB is active in the editor even when not playing, it's very easy to get going. All you need to do is call one function. In this case, we will do it in the Level Blueprint, but you can do it anywhere!

  1. Open the Level Blueprint by going to Blueprints -> Open Level Blueprint
  2. Create an Event BeginPlay node, if it's not already there
  3. Search for DeviceRGB
    • The top result should be what you want- Get DeviceRGB Subsystem
    • Note that the DeviceRGB subsystem is your go to for all things related to this plugin
  4. Now use that node to search for Add Layer
  5. Connect the execute pin from BeginPlay to the Add Layer node
  6. Break the InInfo struct, and add your previously created material to the Graphic property
  7. Press play, and you should see the result from your material on your device(s)

For the curious

A DeviceRGB material is just a normal material with two properties changed:

  • Material Domain - which should be set to Post Process
  • Output Alpha - which should be set to true
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