Thank you for the donation it’s much appreciated. Glad we got it fixed
Dn2
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So i tried it in 4.27 and ran into some issues myself so its not something you did wrong. It seems i made some updates and forgot upload them.
In 4.27 the screen background is totally black in my case. hopefully this is what is cause your problems cause its an easy fix.
Btw it seems that in 4.27 it doesn’t show the effect in the editor? I have to run the game to see it. In the newer versions of the engine it shows in editor (those pics i posted were from 5.4)
Open up MUI_ScalelineBase (its in “Materials/PostProcess/”)
Set Blend mode to “AlphaComposite”

Then connect the Alpha from the “RenderTarget” node to the Material’s Opacity

If this doesn’t fix it for you then we can do the discord call and sort it out Also i made a new 4.27 project to test it out. you can download it for a closer look
Hello, what does your setup look like?
Here is how i went about it.
- Create a Material Instance of MUI_ScalelineBase (its in “Materials/PostProcess/”)
- Tweak the values to you liking. These value should be set to match the post process’s values (except where ever you want to tone something down or up or whatever)
- Set the Retainer Box’s “Effect Material” to the material instance you made and tweaked above
- Set the Retainer Box’s “Texture Parameter” value to “RenderTarget” This should give you a matching effect on the UI. If you cant get this to work can you go into more detail about your setup and/or post some pictures?
I’ll post some screenshots of my setup here

Also in the last screenshot you can see my widget layout. Its one single retainer box covering the entire UI Let me know if this helps
Oh nice. I went ahead and and made a repo for the plug-in here https://github.com/Dn2/EditorDiscordRichPresence
If you want you can make a pull request or when i get some free time i can add your changes.
Copy the 5.6 version of the plugin to YourProject\Plugins as you’d normally do. But it has to be be a C++ project and have visual studio installed. It will probably warn about the plugin version but still ask to compile.
And that’s it. (If it warns you about the plugin version everytime you start the project, you can open up the plugin’s uproject in a text editor and change the engine version to 5.7)
How To Use
Usage:
- Copy the “Dn2FauxRetro” folder to: your project’s plugins folder (YourProject\Plugins)
- Go to Edit > Plugins and make sure it, (Dn2FauxRetro) is enabled.
- Go to UE’s Content Browser, Settings (or View Options in UE4.27) and enable “Show Plugin Content”.
- In the Content Browser open up
Dn2FauxRetro Content > Mapfolder and open up one of the two maps.
Check out the N64 & PSX Base materials in Dn2FauxRetroContent > Materials and the Material Functions in Dn2FauxRetroContent > Materials > Functions.
You can:
- make material instances of the base materials in
Materials > N64orMaterials > PSX - or copy and customise them to your needs
- or take them as examples and use the material functions if you need more unique setup.

CRT Post Process:
- The CRT Post Process material can be found at
Dn2FauxRetroContent > Materials > PostProcess > PP_ScalelineBase - Make a Material Instance based on
PP_ScalelineBaseby Right Clicking. (Or use the one included named:CRTScaleline_Inst) - Add the material instance to a post process volume & tweak the instance’s parameters to your liking.
Texture Settings:
Texture’s Filter need to be set Nearest, Compression Settings to UserInterface2D (RGBA), Texture Group to 2D Pixels (unfiltered). An easy way to set all of these at once is to right click the texture in the content browser, Sprite Actions > Apply Paper2D Texture Settings. You and also open up the texture and set them manually.

I also recommend setting Mip Gen Settings to NoMipmaps.
Hey, its a plugin so the default ue5 plugin .gitignore should work. I’ll paste it here:
# Visual Studio 2015 user specific files
.vs/
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/*
Plugins/*/Binaries/*
# Builds
Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
Intermediate/*
Plugins/*/Intermediate/*
# Cache files for the editor to use
DerivedDataCache/*
Make sure that discord is opened before you open the project in unreal engine.
Also make sure that no other discord rich presence app is already running e.g. I use a visual studio extension for discord rich presence. If I open visual studio first, unreal engine won’t show up and vice versa.
If you only meant that it’s not updating what you’re currently doing in the editor, the “level editing” update only happens after selecting an actor.
5.1 is up now.
It comes with the source so you can do whatever with it. For now i dont wanna commit to maintaining/approving pull request etc but if i do need help testing in the future i’ll hit up those that have offered to :)
https://dn2.itch.io/editor-discord-rich-presence/devlog/491519/51
5.1 update with source. View update post here: https://dn2.itch.io/editor-discord-rich-presence/devlog/491519/51














