Is it possible to keep occlusion culling on behind a mesh that is transparent?

I’m attempting to hide models behind a certain wall that is transparent. I have two areas next to each other that I want the ability to see the sky sphere from, but not each other. Level streaming in this scenario is not possible, as it’s possible to see the two areas at the same time.

To try and give a better understanding, the image below shows the 3 general points of view. The middle player would be able to see both simultaneously, and occlusion is not an issue. When the player walks to either the left or right hand side, its possible for them to see into the area on the other side through the area they are looking at, breaking the illusion of having two separate areas. I have attempted making skyboxes that fit around these areas, but it becomes immediately obvious close up that these skyboxes exist.

For those who’ve worked in the source engine before, the func_occluder brush does more or less what I seek, but I haven’t found an equivalent in UE4 so far.

https://i.imgur.com/lEQQeFV.png

Hi Lifeless,

Transparent objects do not render in the scene depth so it cannot know if it’s actually occluding any object behind it or not. Even if the transparent material were completely opaque with no opacity value plugged in it cannot be use as an occluder for the objects behind it.

Instead, if you need something like a curtain try something like Subsurface shading model with an Opaque blend mode. This can allow the material to appear more transparent to allow life to pass for subsurface, but it will not make the material transparent to see through.

I hope this helps,

Tim