How to have an object not be occluded by the environment?

I’d like to have an unlit object that is always rendered even when occluded by other static meshes.

I’ve seen this example here…

But that seems too complicated for what i’m trying to achieve, or at least i can’t seem to decipher how to convert that into what i need.

When the object is occluded i don’t need it to do anything special I’d just like it to keep being rendered as it was before it was occluded.

Thanks for any help! :smiley:
Aidy.

I don’t you can at least not very easily. There are other post that are about the same thing (applied to and fps game (gun is always rendered even in walls)). But those posts seem to say it can’t be done right now.

The Posts

-First person weapon effect - World Creation - Epic Developer Community Forums

-Disable Depth Test - Opaques - Rendering - Epic Developer Community Forums

I hope that’s what you were looking for.

Thanks for the links!

I’m still not sure quite how to go about it but it’s very possible that someone else might be able to pick up from the breadcrumbs and find the way from there.

Also from the developers they wrote…
“…selectively clear depth. For example you can render the meshes at the end of the depth-only prepass with depth testing disabled and tagging those pixels in the stencil buffer. Then enable stencil test in the base pass to not touch those pixels. At the end of the base pass you turn off stencil test and render your foreground meshes with depth testing enabled to get their properties in the gbuffer.”

The best clue from the links I found to start being able to do that was this post…

I don’t know how to effectively use the scene depth nodes to do this yet but if I ever find out i’ll post the answer here!

:slight_smile: Aidy.

Something I would also like to say is that as far as I can tell, what you want was easily possible in UDK but is not either impossible or really difficult.(probably the second one)