There may be something that technically exists, but there is no variable for it in the enum, so I can't set it to that.
class Scene extends Object
* A priority for sorting scene elements by depth.
* Elements with higher priority occlude elements with lower priority, disregarding distance.
// unreal ed background scene DGP
// world scene DPG
// foreground scene DPG
// unreal ed scene DPG
// after all scene rendering
I'd like to think that I could extend scene and add in new variables to that enum, but I can't think of any place in my code where I could specify the use of a new scene.
By the way, while trying to put together a death effect I could use (even if it is not the one I want) I realize that I can't figure out how to adjust the post-processing from within my code. (Kismet, sure, but I want this available on all levels.) The only example I can think of to reference is the hit effect in UT, but it doesn't even appear in UDK so I have no idea what code examples from that are relevant and not. But it's a bit pointless anyway, because for some reason the hud disappears when I die. I can't seem to find any code that causes this, but the HUD ceases to be once the player is dead.
Oh hey I just found something!
It turns out that within the post-processing chain I can set various nodes to specific depth groups!
I just tested it and I can set a material node to the World group and anything in the foreground group in left untouched!
It doesn't work with the UberPostProcess node so I have to use a material to control desaturation and fading to black, but that puts me well on my way to setting this up the way I want!
So now what I need to know is this:
-How do I select a specific PPC to use with all levels in my game?
-How do I adjust parameters of the material used in the PPC?
-How can I adjust the Blur Kernal Size of the BlurEffect node in my PPC from the code?