Scene Capture Components - Render Depth / GBuffer to Texture in BP

Alright, so I am no stranger to code and such, but I am attempting a quick prototype so I want to know if I can script if first before making my own components and shaders. There are two ways I am thinking about doing this and I am having troubles figuring out if I can access the depth buffer from a SceneCaptureComponent, or does it only output the final scene color? I see two options, one that is the scene color and another that is the scene color + post processing effects. I am essentially looking to access the ‘textures’ before the final scene color.

If not, then how would I, how may I, set up cameras to capture the depth of a certain area in a level, from a certain angle, and pass in that camera as the capturing camera for a material and get the scene depth from that?

Ultimately, if you have not surmised yourself, I am looking to render the depth of a given view (independent of the player’s view) to a texture. I will then use that texture depth map to dynamically apply the world offset to a material.

If I can do this in scripting, please point me to the right place and material types, as well as components. If not, just let me know so I can start writing code :smiley:

As always, Thank you!

did you figure out the solution to this?

I got a good start with this:[Odessey] Creating my own G-Buffer in UE4 - C++ - Unreal Engine Forums. As well as some of the blueprint tutorials such as the Office and the one with the flag.