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Getting Started

Viktor Pramberg edited this page Aug 12, 2021 · 4 revisions

Make sure you have followed the installation instructions first

Creating a DeviceRGB material

  1. Create a new material
  2. Open it
  3. Set its Material Domain to Post Process
  4. If you want to support opacity, search for Output Alpha and enable that checkbox
  5. The material is now ready for use with DeviceRGB; use it like any other 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 Set Material
  5. Connect the execute pin from BeginPlay, and set your previously created material as the material input, and you should be all set!
  6. Press play, and you should see the result from your material on your device(s)

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