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rendering on seperate "depth-layers"

Hi, I've tried to find an answer for hours today. Most of what I found is pretty old though.

I want to prevent occlusion completely for certain materials behind others. Basically, I want to have a world-layer, a layer for equipped items (hands in first person) and one for a kind of GUI that is part of the 3D world. The draw order should always be world, hands, GUI. So the GUI materials are always drawn on top of everything else and world materials can't clip through your hands/items. There just HAS to be a way to do this. Please help me with this.

What I found is an option to disable "depth test" inside a material, but I don't know if that is what I am looking for. I think I read people claiming it doesn't work at all. Anyway, I would still need to change the draw order if it does (and does what I think it does...).

The other thing I found is using custom depth combined with postprocessing materials, but as far as I understand it, this is mostly used for outliners and things like that.

What should I do???

Product Version: UE 4.10
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asked Jan 15 '16 at 11:27 PM in Rendering

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MaxPower42
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