Quick Start
Add one effect to a Post Process Volume, edit it, compare it with bypass, and set its position in the Effect Stack.
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Open the level in which you want to author the look.
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Click Ferrite on the Level Editor toolbar, then select Post Effects.
Expected result: the workspace shows an Effect Stack · 0 header, or the existing row count for the selected volume.
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Click the + button whose tooltip is Open the Effects Library.
Expected result: the Effects Library opens. Search or browse for an available effect.
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Double-click the effect, press Enter, or drag it into the Effect Stack.
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If the level has no selected Ferrite host, complete Choose Post Effects Host:
- choose a loaded Post Process Volume and click Use Existing; or
- click Create Global to add a global Post Process Volume.
Ferrite creates that volume only after you choose Create Global. Expected result: the Effect Stack count increases and the new Ferrite-managed row is selected.
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Edit a clearly visible control in the selected row’s searchable Details area.
Expected result: the viewport updates and the change stays with that row. A Custom Material Instance row edits an independent child instance rather than its source asset.
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Use the row’s eye gutter or the Disable context command to bypass the effect, then enable it again.
Expected result: the row remains in the stack while the image switches between the processed and bypassed result.
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Drag the row to a valid position, or use Move Up, Move Down, Move to Top, or Move to Bottom from its context menu.
Expected result: the Effect Stack reflects the new valid order. A Follow Screen Percentage row moved above a Final Output row changes to Final Output when that effect supports it; otherwise Ferrite rejects the move. A Final Output row cannot move below Follow Screen Percentage until you change its Evaluation explicitly.
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Save the level and any changed assets requested by Unreal.
For library states, placement options, external rows, presets, and ordering rules, continue to Effects Library and Stack.