Does have Unreal some sort of masks like in Photoshop?

Is any way possible to do this in Unreal Engine?
I want to have an unvisible box, which will be hide elements which placed inside. But when one of the elements are moved from this halfway, it’s visible, but only outside-of-box piece of element. I saw one tutorial of this thing in Unity, but I can’t find it now. Maybe it’s just called something different, not mask, and I’m not Googling properly?
Something like in picture, but my box must be invisible:

http://puu.sh/gV3v5/391fc77458.jpg

http://puu.sh/gV3uk/a9b75e84ed.jpg

Try the example content it is have 1 interaction example, when they highlight the text, some thing to do with post process blendable.

Don’t you remember which level is it? Can’t find it

Ok, it’s in Blueprint_Communication, example 3.2, u will see the crank highlight, check the GlobalPostProcessVolume search for Blendables, u will see the M_Hightlight material, that use for highlight the crank, by render it on the top level.

You can do the same for your text by adding the PostProcessComponent in the blueprint which contain TextComponent, then add the M_Highlight, then you need to check RenderCustomDepth of TextComponent to true when u want to highlight.

are you talking about visibility culling volumes?

I think this is what you want :slight_smile: - Occlusion Culling - Rendering - Unreal Engine Forums