Accessing the main PostProcessChain
PostProcess is an area where UDK shines. It offers three ways to grade the look of the game render in real-time. One way affects all the maps in your game, called the PostProcessChain, which is an asset set in the DefaultEngine.INI configuration. Another deals with the current map, called the World Info . Another deals with parts of the current map, through a BSP volume, called a PostProcessVolume . Besides changing the coloration of the level, the PostProcess grading can be used to add DOF (Depth of Field is the measure of focus), blur, motion blur, bloom, and shadow fidelity control, which was discussed briefly in the first recipe of this chapter. Right now, we're going to step through the handling of the primary PostProcess in your game.
How to do it...
In ConTEXT, or your chosen text editor, open
C:\UDK\~\UDKGame\Config\DefaultEngine.INI
and search for the lineDefaultPostProcessName=FX_HitEffects.UTPostProcess_Console
. Change this to Packt.PostProcessChain...