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4.9 Post Processing Highlight Material

With UE 4.8 and earlier, I was able to create a highlight effect around objects that the player was close to and looking at by setting a render custom depth that corresponded to a material in the post-processing volume (simple blueprint pic attached). After the update, though, this tactic no longer works.

I understand I need to switch to using the "add or update blendable" function, but this new setup, which I guess updates a blendable's weight in the post processing volume (correct me if I'm wrong), seems like it will apply that weight to every mesh. How can I go about applying the highlight material to just a single target mesh using the new PPV setup?

Thanks!

alt text

Product Version: UE 4.9
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asked Sep 03 '15 at 06:50 AM in Blueprint Scripting

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richardmherndon
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avatar image Carluw Sep 03 '15 at 01:37 PM

Hi,

In the meanwhile, I have to build today and I have found the same problem, so I use "fresnel" node in the shader to simulate the highlight material rendering. Connect it to a vector parameter with the color you wish.

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4 answers: sort voted first

https://answers.unrealengine.com/questions/294206/strange-border-after-update-49.html

Here is the solution, just change the property of the SceneTexture, SceneColor to a PostProcess one

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answered Sep 04 '15 at 09:45 AM

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mandango
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avatar image richardmherndon Sep 04 '15 at 04:16 PM

I already did that, but it's a solution to a different problem that cropped up after the switch to 4.9.

avatar image mandango Sep 05 '15 at 12:39 AM

The way to apply the PP is the same than before, just has changed the property in the material. Check it out if you still have setted up the blendable in the PP settings (camera or PP Volume). If I were you I'll change the Set Render Custom Depth like a function in the class, cleaner and easier to check were is your error, instead of get component by class just take the Static Mesh Actor component in the class, I place for you a nice example, just center in the highlight porpouse, leave the rest for your case.

http://www.tomlooman.com/tutorial-basic-inventory-system-in-blueprint/

avatar image Carluw Sep 04 '15 at 07:51 PM

Hi, Mandango

thank you, it´s working!!

avatar image Nsomnia Sep 05 '15 at 01:14 AM

Don't forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going as well as keeping answerhub clean so that it gets removed from the "unanswered questions" catagory.

avatar image richardmherndon Sep 24 '15 at 05:11 PM

wow, finally got this to work - realized i had hastily changed every sceneTexture node to PostProcessInput0, when the only one that needed to be changed was the very last node that actually contributes to the Emissive Color. The other SceneTexture nodes should remain set to CustomDepth. Thanks @mandango!

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Hi, Mandango

thank you, it´s working!!

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answered Sep 04 '15 at 07:50 PM

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Carluw
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Hey guys, I'm trying to do the same Thing in Unreal Engine 4.13. Unfortunately my engine doesn't recognize m_Highlight that I downloaded. Most tutorials are based on the Highlight material from the UE example Content and I can't seem to get it into my Project. Any ideas?

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answered Mar 07 '17 at 09:18 AM

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VRCenter
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avatar image Pazuzu.Productions Apr 13 '17 at 11:25 AM

Hey try this - http://www.tomlooman.com/multi-color-outline-post-process-in-unreal-engine-4/ It will need some tweaking I would imagine but it is a good material to get started with.

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Hey everyone, check out my friend's video. He made an updated version of the highlight material. Please help him out. Thanks! https://youtu.be/MYtmcZeWUFQ

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answered Aug 26 '17 at 07:05 PM

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Tjtell
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